Characters

Maliki's forum for his Ragged Isle play-by-post campaign.

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Maliki
Posts: 280
Joined: Sun Mar 08, 2009 8:44 am

Characters

Post by Maliki »

OK guys, post your characters here. Something like what is below will do, I'll get your starting hit points once you post the rest. And if I haven't mentioned it 120 gold to start.

Character:
Race:
Class:
Age:
Height:
Weight:
Eyes:
Hair:

Level:
Experience:

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

Languages Known:

Hit Points:
Armor Class:

SAVING THROWS
Poisons or Death Rays:
Magic Wands:
Paralysis or Petrify:
Dragon Breath:
Spells:

SPECIAL ABILITIES

SPECIAL ABILITIES


EQUIPMENT


Total Encumbrance:
Movement:
initiative:
Tular Oakenshield
Posts: 35
Joined: Wed Mar 23, 2011 10:28 pm

Re: Characters

Post by Tular Oakenshield »

Character: Ahrgest Oakenshield
Race: Human
Class: Cleric (Healer)
Age: 19
Height: 6'3"
Weight: 218lbs
Eyes: Blue
Hair: Blonde

Level: 1
Experience: 0
Money: Gold - 58


Strength: 15 (+1)
Dexterity: 14 (+1)
Constitution: 15 (+1)
Intelligence: 13 (+1)
Wisdom: 16 (+2)
Charisma: 16 (+2)
Languages Known: Common

Hit Points: 13
Armor Class:

SAVING THROWS
Poisons or Death Rays: 11
Magic Wands: 12
Paralysis or Petrify: 14
Dragon Breath: 16
Spells: 15

SPECIAL ABILITIES:
Orisons: Character can cast a few minor spells, numbering up to their level+Wisdom bonus per day. Orisons do not need to be memorized and have no material components.


Known Orisons:

Cure Minor Wounds: The Cleric may heal one hit point.
Detect Evil: Within 10’ for one round.
Guidance: The cleric grants +1 to any subject’s next attack l.
Light: Equal to candle light for one turn
Mend: Mends breaks, dents, and holes in small objects.
Virtue: A subject gains one temporary hit point.
Ward: Grants +1 to the subject’s next saving throw.

Healer

These clerics specialize in curing the sick and assisting the wounded.


Game effects:

1st The cleric gains a +2 bonus to all cure wound spells.

5th Cast a free Cure Light Wounds once each day.

10th Cast a free Cure Serious Wounds once each day.




EQUIPMENT

Studded Leather Armor
Shield
Backpack
Holy Symbol
Torches (6)
Tinderbox Flint/Steel
Wineskin
Rations (1 week)
Mace


Total Encumbrance: L (58)
Movement: 40
initiative: +1
Last edited by Tular Oakenshield on Fri Apr 01, 2011 6:30 pm, edited 2 times in total.
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Hilbilystomp
Posts: 11
Joined: Mon Mar 28, 2011 7:27 pm

Re: Characters

Post by Hilbilystomp »

Character: Mithos Sage
Race: Half-Elf
Class: Scout
Age: 20
Height: 5' 2"
Weight: 120lbs
Eyes: Blue
Hair: Blonde

Level: 1
Experience: 0

Strength: 15 (+1)
Dexterity: 16 (+2)
Constitution: 16 (+2)
Intelligence: 15 (+1)
Wisdom: 13 (+1)
Charisma: 14 (+1)

Languages Known:

Hit Points: 13
Armor Class: 15

SAVING THROWS
Poisons or Death Rays: 13
Magic Wands: 14(+1~Race)
Paralysis or Petrify: 13
Dragon Breath: 16
Spells: 15(+1~Race)

SPECIAL ABILITIES
Darkvision 30'
Secret Doors on 1-3(+1~Race/+1~Int)
+5% Experience

SPECIAL ABILITIES
Thief Abilities
Open Locks - 35%
Remove Traps - 25%
Move Silently - 40%
Climb Walls - 85%
Hide - 20%
Listen - 40%
Tracking - 50%

+2 to Hit with Longbow/Shortbow
Surprise on 1-3 if 30' away or further from party.


EQUIPMENT
Longbow
Shortsword
Dagger
Thief Tools
Leather Armor
Quiver + 20 Arrows
Gold: 2


Total Encumbrance: L
Movement: 30'
initiative: +2
Doomis
Posts: 20
Joined: Tue Mar 22, 2011 10:31 am

Re: Characters

Post by Doomis »

Character: Mendel the Mostly-Unheard-of
Race: Gnome
Class: Magic-user
Age: 72
Height: 3' 7''
Weight: 80 lbs
Eyes: Blue
Hair: Rapidly greying-brown

Level: 1
Experience: 0

Strength: 11 (0)
Dexterity: 12 (0)
Constitution: 15 (+1)
Intelligence: 18 (+3)
Wisdom: 10 (0)
Charisma: 11 (0)

Languages Known: Common,Gnome,Dwarf,Elf,Gnome

Hit Points: 12
Armor Class: 11

SAVING THROWS
Poisons or Death Rays: 13 (+4)(+5 vs Poison)
Magic Wands: 14
Paralysis or Petrify: 13
Dragon Breath: 16 (+3)
Spells: 15

SPECIAL ABILITIES:
Darkvision 30'
Save Bonus +4 vs Death Magic and Poison, +3 vs Dragon Breath

SPECIAL ABILITIES
Known Cantrips.
Zap: 1 HP damage with no save with a range of 10’
Irritate: This cantrip forces another person to involuntarily blink, nod, itch, giggle, or some other small body motion.
Detect Magic: Within 10’ for one round
Light: Ball of light equal to candle for one turn
Improve: Target has +1 to one ability score for 1 turn.
Open/Close: A normal, unlocked door, window, or other portal may be opened by this cantrip.
Mage Hand: A spectral hand is conjured, which may either move one pound of materials at a speed of 10 feet per round for ten rounds (at a maximum range of 40 feet), or give an object a powerful push about equal to the caster's strength at a range of ten feet.

Spells: Cantrips x4, Level 1 Bonus spells +2, Level 2 +1
Current Spells: Sleep x2, Shield
Known Spells: Read Magic, Sleep, Shield, Magic Missile

EQUIPMENT:
Traveling Spellbook
Large sack x1
Small sack x2
Oil flask x1
Backpack
Chalk
Glass vial x2
Scroll case
Wineskin
Rations x1 week
Ink 1 vial
Rope 50' Hemp

Cloak
Dagger x2
Cudgel

60 gold pieces


Total Encumbrance: L
Movement: 40'
initiative: 0
Last edited by Doomis on Sun Apr 03, 2011 7:04 am, edited 1 time in total.
Tular Oakenshield
Posts: 35
Joined: Wed Mar 23, 2011 10:28 pm

Re: Characters

Post by Tular Oakenshield »

According to the basic rules supplement, Clerics don't get spells until level 2. What's up with that?
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