PDA

View Full Version : Support.com Character Thread



aldnod
2013-11-20, 04:00 PM
Use this thread to store your characters used for this game. Please used the following template for the characters.


Character Name: Inquisitor Dredd
Race: Human
Class: Fighter/1
Alignment (and deity): Lawful Neutral (St. Cuthbert)
Character description: Dredd is a large man perpetually clad in full body armor complete with helmet. Dredd always wears his his armor even when he sleeps. The few who manage to see him without his armor notice his entire body is scarred. His face is set in a perpetual scowl and he as a direct and uncompromising personality.

HP: 12 / 12
AC: 20
Armor:4 Shield:4 Dexterity:2
Touch AC: 12
Flat-Footed AC: 18

Base Attack Bonus:+1
Base Grapple Bonus: +4
Base Attack Bonus:1 Strength:3

Weapon(s):
Bastard Sword
Attack Bonus: +4, Damage: 1d10+3 or +4 TH 19-20/x2 slash
otherwise normal sword too large to wield one handed without special training. This one seems well used. 6lbs

Dagger x 5
Attack Bonus: +4 or +3 Thrown, Damage: 1d4+3 19-20/x2 Range: 10ft Pierce/Slash
Small blades that can be used in melee or thrown. These ones are simple looking and show signs of use. 1lb

Alchemist Fire x 1
Attack Bonus: +3 Thrown Damage: 1d6 + 1d6 if not extinguished(DC15 reflex, full turn) Direct 1 damage nearby targets Range: 10ft Area: 5ft Fire
Sticky adhesive substance that ignites when exposed to air.

Initiative: +2
Dexterity:2

{table=head]Ability|Score|Modifier
Strength|16|+3
Dexterity|14|+2
Constitution|15|+2
Intelligence|13|+1
Wisdom|15|+2
Charisma|12|+1[/table]

{table=head]Save|Class Base|Ability Modifier|Misc. Bonus|Total
Fort|+2|+2|+0|+4
Reflex|+0|+2|+0|+2
Will|+0|+2|+0|+2[/table]

Armor Penalty:-14
{table=head]Skills|Ranks|Ability Modifier|Misc. Bonus|Total
Appraise|+0|+1|+0|+1
Balance*|+0|+2|+0|+2
Bluff|+0|+1|+0|+1
Climb*|+4|+3|+0|+7
Concentration|+0|+2|+0|+2
Craft|+0|+1|+0|+1
Decipher Script|+0|+0|+0|+0
Diplomacy|+0|+1|+0|+1
Disable Device|+0|+0|+0|+0
Disguise|+0|+1|+0|+1
Escape Artist*|+0|+2|+0|+2
Forgery|+0|+1|+0|+1
Gather Information|+0|+1|+0|+1
Handle Animal|+0|+0|+0|+0
Heal|+0|+2|+0|+2
Hide*|+0|+2|+0|+2
Intimidate|+4|+1|+0|+5
Jump*|+4|+3|+0|+7
Knowledge|+0|+0|+0|+0
Listen|+0|+2|+0|+2
Move Silently*|+0|+2|+0|+2
Open Lock|+0|+0|+0|+0
Perform|+0|+0|+0|+0
Profession|+0|+0|+0|+0
Ride|+0|+2|+0|+2
Search|+0|+1|+0|+1
Sense Motive|+0|+2|+0|+2
Sleight Of Hand*|+0|+0|+0|+0
Spellcraft|+0|+0|+0|+0
Spot|+0|+2|+0|+2
Survival|+0|+2|+0|+2
Swim|+0|+3|+0|+3
Tumble*|+0|+0|+0|+0
Use Magic Device|+0|+0|+0|+0
Use Rope|+0|+2|+0|+2[/table]

Feats:
Exotic Weapon Proficiency(Bastard Sword)
Can wield bastard sword one handed without penalty
Quick Draw
Can draw and switch weapons as a free action
Endurance
+4 on endurance based checks and can sleep in light and medium armor

Equipment:
Light: 76 Medium: 153 Heavy: 230
Current: 94.5lbs
Currency: 10cp 9sp 1gp .5lb
Tower Shield: AC:4 Max Dex:2 Armor Check:-10 -2 on Attacks
A massive shield almost as large as the wielder. 45lbs
Scale Mail: AC:4 Max Dex:2 Armor Check:-4
A coat and leggings of leather covered in overlapping pieces of metal. This ensemble also includes an intimidating leather hood
Trail Rations(per Day)x4 1lb
Sunrodx2
30ft light radius when struck for 6 hours. 1lb
Backpack2lbs


When you update your character, please just update your existing post to cut down on the number of posts in this thread.

Game can be found http://www.giantitp.com/forums/showthread.php?p=16490515#post16490515

schmitendorf
2013-11-20, 05:09 PM
Character Name:Cade Winklebottom
Race: Halfling
Class: Rogue/3
Alignment (and deity): Neutral Evil (Nerull)
Character description: a short scruffy half-ling, he has very short hair, and no distinguishing features. he lives on the street, finding a new place to sleep most nights. he uses his generic appearance to blend in to crowds after stealing. after several years of being bulled and abused by larger thieves and guards, he's come to resent larger creatures, and takes out his anger and frustration on smaller creatures.

HP: 13/13
AC: 17
XP: 4500
Dexterity:4 Size Modifier: 1
Touch AC: 15
Flat-Footed AC: 13

Base Attack Bonus:+2
Base Grapple Bonus: -5
Base Attack Bonus:1 Strength:-1

Weapon(s):
Dagger X1
Attack Bonus: +8 Damage: 1d3 19-20/x2 Range: 10ft Pierce/Slash
Small blade, worn out from heavy use. 3lb

Throwing DaggersX6
Attack Bonus: +8 Thrown Damage: 1d3

Sling
Attack Bonus: +8 Ranged Damage: 1d3
A simple handmade sling with CW crudely engraved.

Alchemist Fire x 5
Attack Bonus: +8 Thrown Damage: 1d6 + 1d6 if not extinguished(DC15 reflex, full turn) Direct 1 damage nearby targets Range: 10ft Area: 5ft Fire
Sticky adhesive substance that ignites when exposed to air.

Initiative: +4
Dexterity:4

{table=head]Ability|Score|Modifier
Strength|8|-1
Dexterity|18|+4
Constitution|11|+0
Intelligence|16|+3
Wisdom|14|+2
Charisma|16|+3[/table]

{table=head]Save|Class Base|Ability Modifier|Misc. Bonus|Total
Fort |+1 |+0 |+1|+1
Reflex |+3 |+4 |+1|+7
Will |+1 |+2 |+1|+3[/table]

Armor Penalty:0
{table=head]Skills|Ranks|Ability Modifier|Misc. Bonus|Total
Appraise |+0|+3|+0|+3
Balance* |+6|+4|+0|+10
Bluff |+6|+3|+0|+9
Climb* |+0|-1|+2|+1
Concentration |+0|+0|+0|+0
Craft |+0|+3|+0|+3
Decipher Script|+0|+3|+0|+0
Diplomacy |+0|+3|+0|+3
Disable Device |+6|+3|+0|+9
Disguise |+0|+3|+0|+3
Escape Artist* |+6|+4|+0|+10
Forgery |+0|+3|+0|+3
Gather Information|+6|+3|+0|+9
Handle Animal |+0|+3|+0|+0
Heal |+0|+2|+0|+2
Hide* |+6|+4|+4|+14
Intimidate |+0|+3|+0|+3
Jump* |+0|-1|+2|+1
Knowledge |+0|+3|+0|+3
Listen |+0|+2|+2|+4
Move Silently* |+0|+4|+2|+6
Open Lock |+6|+4|+2|+12
Perform |+0|+3|+0|+3
Profession |+0|+2|+0|+2
Ride |+0|+4|+0|+4
Search |+6|+3|+0|+9
Sense Motive |+0|+2|+0|+2
Sleight Of Hand*|+6|+4|+0|+10
Spellcraft |+0|+3|+0|+3
Spot |+6|+2|+0|+8
Survival |+0|+2|+0|+2
Swim |+0|-1|+0|-1
Tumble* |+6|+4|+0|+10
Use Magic Device|+0|+3|+0|+3
Use Rope |+0|+4|+0|+4
[/table]

Feats:
Nimble Fingers
+2 bonus on disable devices and Open lock checks
Weapon Finesse
Use dex instead of str for attack rolls with light weapons

Special Abilities:
Halfling Morale:
+2 morale bonus on saving throws against fear, this bonus stacks with the halfling's +1 bonus on saving throws in general





Equipment:
Light: 19.5 Medium: 39.75 Heavy: 60
Current: 24.94lbs
Currency: 5Cp 1Sp 2Gp 34Pp
Leather Armor:Ac:2 Max Dex:6 Armor Check:0
hidden under his clothes, his added protection. 7.5lbs
peasants clothes:
dirty set of clothes. 2lbs
Trail Rations(per Day)x2 1lb
Rope, silk(50ft.)
One of his most prized possessions, it's a length of silk rope that he has wrapped around his small frame. he has tied all his larger possessions to it 5lbs.
Pouch, belt. x2
worn pouches that have been tied onto the rope wrapped around his body
Grappling hook4lbs
Thievies Tools1lbs
Flint and Steel0lbs
Bullets, slingX20 0lbs
Chalkx5 0lbs
Amethyst Ring olbs

arawra
2013-11-22, 08:16 PM
Ma Character


Character Name: Dedreth
Race: Human
Class: Cleric (Nerull) 2 / Human Paragon 1
Experience: 4500
Alignment (and deity): NE Nerull
Character description: Black robes cover most of her body, excluding her hands and face wich are tanned lightly. Long red hair drapes behind
a charming face. Small frame.

HP: 23 / 23
AC: 20
Armor:5 Shield:0 Dexterity:2
Touch AC: 12
Flat-Footed AC: 18

Base Attack Bonus:+1
Base Grapple Bonus: +2
Base Attack Bonus:0 Strength:1

Weapon(s):
Scythe
Attack Bonus: +2, Damage: 2d4+2 20/x4 Piercing/Slashing
10 lbs.

Initiative: +2
Dexterity:2

Ability|Score|Modifier
Strength|12|+1
Dexterity|15|+2
Constitution|16|+3
Intelligence|15|+2
Wisdom|16|+3
Charisma|18|+4

Save|Class Base|Ability Modifier|Misc. Bonus|Total
Fort|+0|+3|+3|+6
Reflex|+0|+0|+2|+2
Will|+0|+5|+3|+8

Armor Penalty:-5
2 + 2 x 4 + 4 (Human)
7
Skills|Ranks|Ability Modifier|Misc. Bonus|Total
Appraise|+0|+2|+0| +2
Balance*|+0|+2|-5| -3
Bluff|+6|+4|+0| +10 *
Climb*|+0|+2|+5| -3
Concentration|+4|+3|+0| +7
Craft|+0|+2|+0| +2
Diplomacy|+4|+4|+0| +8 *
Disguise|+0|+4|+0| +4
Escape Artist*|+0|+2|-5| -3
Forgery|+0|+2|+0| +2
Gather Information|+0|+4|+0|+4
Heal|+0|+3|+0| +3
Hide*|+0|+2|-5| -3
Intimidate|+0|+4|+0| +4
Jump*|+0|+2|-5| -3
Knowledge Religion|+6|+2|+0|+8 *
Listen|+4|+3|+0| +7 *
Move Silently*|+0|+2|-5| -3
Perform|+0|+4|+0| +4
Profession|+0|+3|+0| +3
Ride|+0|+2|+0| +2
Search|+0|+2|+0| +2
Spellcraft|+6|+2|+0| +8 *
Sense Motive|+6|+3|+0| +9 *
Spot|+0|+4|+0| +4
Survival|+0|+4|+0| +4
Swim*|+0|+1|-5| -4
Use Magic Device|+0|+0|+0| +0
Use Rope|+0|+2|+0| +2

Feats:
Augment Summoning
Your summoned creatures are more powerful than normal. Prerequisite: Spell Focus (conjuration). Benefit: Each creature you conjure with any summon spell gains a
+4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Spell Focus (Conjuration)
Choose a school of magic, such as illusion. Your spells of that school are more potent than normal. Benefit: Add +1 to the Difficulty Class for all saving throws against
spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies
to a new school of magic.
Fell Animate
You can alter a spell that deals damage to foes. Any living creature that could normally be raised as a zombie and that does not possess more than double your Hit Dice,
when slain outright by a fell animated spell, rises as a zombie under your control at the beginning of your next action. Even if you kill several creatures with a single
fell animated spell, you can't create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead (see animate dead, page 198 of the
Player's Handbook) apply to newly created undead gained through this metamagic feat. A fell animated spell uses up a spell slot three levels higher than the spell's actual
level.

Equipment:
Light: 66 Medium: 133 Heavy: 200
Current: 66.5 lbs.
Currency: 2cp 7sp 545gp .5lb
various gems

Chain Mail: AC:5 Max Dex:2 Armor Check:-5 40 lbs.
This armor is made of interlocking metal rings. Itincludes a layer of quilted fabric worn underneath to prevent chaf-ing and to cushion the impact of blows. Several layers of mail are
hung over vital areas. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. The suit includes gauntlets

Bracers of Armor +2
Ring of Protection +1

Backpack2 lbs.

Spell component pouch 2 lbs.

6 Rations 6 lbs.
6 Torches 6 lbs.

Black Robe
Crimson Red Robe

Divine Focus - Femur bone

Abilities

Rebuke Undead
Amount Per Day|Range|Turn Check|Damage Check
7|60 ft|1d20 + Cha|2d6 + Cleric Level + Cha

Adaptive Learning (Ex) (Bluff)
At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all re-
spects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot
as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.


Rebuke Damage Check|HD Affected
<=0|Level - 4
1-3|Level - 3
4-6|Level - 2
7-9|Level - 1
10-12|Same Level
13-15|Level + 1
16-18|Level + 2
19-21|Level + 3
>=22|Level + 4


Domains
Evil
You cast evil spells at +1 caster level.
Deathbound (Libris Mortis)
Your limit for controlling undead animated with spells increases to three times your caster level instead of the normal two times caster level.

Spells
Spells per day|0 Level Spells|1st Level Spells|2nd Level Spells|3rd Level Spells|4th Level Spells|5th Level Spells|6th Level Spells|7th Level Spells|8th Level Spells|9th Level Spells
3|2+1|0|0|0|0|0|0|0|0


Spells Prepared
Create Water
Conjuration (Creation) [Water]
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area
three times as large—possibly creating a downpour or filling many small recep-tacles.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8
gallons and weighs about 60 pounds.


Detect Magic x2
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1
min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magi-cal auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the
school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic,
or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level.
If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the
case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indi-cates an aura strength of dim (even weaker
than a faint aura). How long the aura lingers at this dim level depends on its original power:
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6x10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell
can pene-trate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency
spell.

[b][i]Guidance
Divination
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use
the bonus before making the roll to which it applies.

Magic Weapon
Transmutation
Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless,
object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 en-hancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) You can’t
cast this spell on a natural weapon, such as an unarmed strike (in- stead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.


Summon Undead I

Conjuration (Summoning) [Evil]
Level: Blackguard 1, cleric 1, dread necromancer 1, sorcerer/wizard 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell functions like summon monster I (see page 285 of the Player’s Handbook ), except that you summon an undead creature. Summon undead I
conjures one of the creatures from the 1st-level list in the Summon Undead table at right. You choose which creature to summon, and you can change that
choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of
undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.
Focus: A tiny bag, a small candle (not lit), and a carved bone from any humanoid.
Note: The descriptions of the summon undead spells presented here supersede earlier published descriptions.


Lesser Vigor
Conjuration (Healing)
Level: Cleric 1, druid 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 15 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the duration of the spell. The subject heals 1 hit point per round
of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Leessor vigor does not restore hit points lost
from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack;
only the highest-level effect applies. Applying a second vigor spell of equal level extends the fi rst spell ’ s duration by the full duration of the second spell.


Chill of the Grave
Necromancy
Level: Deathbound I
Components: V, S
Casting Time: 1 standard action
Range: Close 25ft + 5ft/2lvls
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Ranged touch attack that deals 1d10 cold damage + 1d10 for every three caster levels after first.


Kill Count:
III


Loot from Mage's Store:

Wearing - Bracers of Armor +2
Wearing - Ring of Protection +1
Bryce - +2 Quarterstaff

Bryce - Potions:
Cure Moderate Wounds
Cat's Grace
Fox's Cunning
Cure Light Wounds (x2)
Potion of Blur
Bear's Endurance

Ship - Srolls:
1 scroll (ventriliquism, chill touch, hold portal)
1 scroll (charm monster)

Bryce - Spellbook
Wand of Levitate

Justin King
2013-11-24, 09:21 PM
Character Name: Prince Caliban
Race: Half Ellf
Class: Bard/1
Alignment (and deity): Chaotic Good (Celestian)
Character description: Though not actually a prince, Caliban refers to himself as a prince, because after he left the Merchant Caravan of his mother's family, he felt he was beholden to none. He does not use the name for entitlement, it's intended in a more playful manner. He is good natured and a natural storyteller. He can walk into a tavern and drink all night for free, all while gathering information. He enjoys telling stories that he swears are true, but no one believes. But they are typically so entertaining, no one cares that he's lying.
Physically, he is long and lean, hitting the taller end of the half elf scale. Standing about 5'10" and weighing in at about 165 lbs. He has the soft skin of an elf, but with the sunkissed tan of a desert dweller. His hair was agt one time black, but has since become a sunbleached brown.
Typically seen wearing light, airy, blue cotton clothing of a desert dweller with the only armor visible being a leather breastplate. Round that out with brown riding boots, and a white silk sash with a scimitar stuck through. He is quite proud of his horsemanship and is usually riding a white Arabian type horse.
HP: 7/7
AC: 14
Armor:2 Shield:0 Dexterity:6
Touch AC: 12
Flat-Footed AC: 12

Base Attack Bonus:+0
Base Grapple Bonus: +0
Base Attack Bonus:0 Strength:0

Weapon(s):
Scimitar
Attack Bonus: +0, Damage: 1D6 18/20x2 TH 0 slash
a little of a curiosity in the cities, a one handed sword with a great curved blade. very pretty to look at, but equally deadly in combat. 4 lbs.


Initiative: +2
Dexterity:+2

{table=head]Ability|Score|Modifier
Strength|11|+0
Dexterity|14|+2
Constitution|13|+1
Intelligence|14|+2
Wisdom|10|+0
Charisma|18|+4[/table]

{table=head]Save|Class Base|Ability Modifier|Misc. Bonus|Total
Fort|+0|+0|+0|+0
Reflex|+2|+2|+0|+4
Will|+2|+0|+2|+4[/table]

Armor Penalty:-0
{table=head]Skills|Ranks|Ability Modifier|Misc. Bonus|Total
Appraise|+3|+2|+0|+5
Balance*|+0|+2|+0|+2
Bluff|+0|+4|+0|+4
Climb*|+0|+0|+0|+0
Concentration|+0|+1|+0|+1
Craft|+0|+0|+0|+0
Decipher Script|+1|+2|+0|+3
Diplomacy|+3|+4|+2|+9
Disable Device|+0|+0|+0|+0
Disguise|+0|+4|+0|+4
Escape Artist*|+0|+2|+0|+2
Forgery|+0|+2|+0|+2
Gather Information|+3|+4|+2|+9
Handle Animal|+0|+0|+0|+0
Heal|+0|+0|+0|+0
Hide*|+0|+2|+0|+2
Intimidate|+0|+4|+0|+4
Jump*|+0|+0|+0|+0
Knowledge/History|+2|+2|+0|+4
Knowledge/Architecture&Engineering|+2|+2|+0|+4
Knowledge/Geography&Cartography|+2|+2|+0|+4
Listen|+3|+0|+1|+4
Move Silently*|+0|+2|+0|+2
Open Lock|+0|+0|+0|+0
Perform/Oration |+3|+4|+0|+7
Profession/Scribe |+2|+0|+0|+2
Ride|+2|+2|+0|+4
Search|+0|+0|+1|+1
Sense Motive|+0|+0|+0|+0
Sleight Of Hand*|+0|+0|+0|+0
Spellcraft|+1|+2|+0|+3
Spot|+0|+0|+1|+1
Survival|+0|+0|+0|+0
Swim|+0|+0|+0|+0
Tumble*|+0|+0|+0|+0
Use Magic Device|+3|+4|+0|+7
Use Rope|+0|+2|+0|+2[/table]
Feats:
Martial Weapons Proficiency-Scimitar
Can wield Scimitar with no penelty

spells:
Level 0- Detect Magic, Read Magic, Message, Open/Close


Race Abilities:
Lowlight Vision
Elven Blood
Immunity to sleep and similar effects
+2 to saves vs. charm related spells and effects
+1 listen/search/spot, +2 diplomacy/gather info

Class Abilities:
Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1,Bardic spell casting

Equipment:
Light: 38 Medium: 78 Heavy: 115
Current: 20 lbs.
Currency: 151 gold
Leather Armor: AC:8 Max Dex:6 Armor Check:0
Stylized leather armor woth mostly only a breastplate showing Wgt:15 lbs
Scimitar: Wgt:4lbs.[b]
[b]belt pouch:wgt1/2 lb

white Riding Horse:
riding saddle Wgt: 25lbs
saddle bags Wgt: 8lbs
bed roll Wgt: 5lbs
Wineskin Wgt: 4 lbs (x2)
Common lamp Wgt: 1lb.
2 vials ink, 5 sheets parchment

aldnod
2013-12-01, 06:55 PM
Character Name: Flikum Bicus
XP: 250/1000
Race: Human
Class: Wizard/1
Alignment (and deity): Chaotic Evil (Bah!)
Character description: He is an inquisitive middle aged man. His passion is knowledge even the forbidden kind. Deep down he is a callous man and cares not for lives or rules. However, he has come to the conclusion that being a "Good Guy" has more benefits so he pursues it and thinks carefully about his choices to hide his more callous nature. He has a knack for necromancy and pursues it earnestly as he hopes it will help him understand the world as it is better.
Languages:Common, Undercommon, Draconic, Celestial

HP: 6 / 6
AC: 13
Armor:0 Shield:0 Dexterity:3
Touch AC: 13
Flat-Footed AC: 10

Base Attack Bonus:+0
Base Grapple Bonus: +1
Base Attack Bonus:0 Strength:1

Weapon(s):
Dagger
Attack Bonus: +1 or +3 Thrown, Damage: 1d4+1 19-20/x2 Range: 10ft Pierce/Slash
Small blade that can be used in melee or thrown. 1lb
Light Crossbow
Attack Bonus: +3 Damage: 1d8 19-20/x2 Range: 80ft Pierce
Wooden range weapon that requires 2 hands to fire. Has the insignia of a yellow smiling face on the stock and ends.4lb

Initiative: +3
Dexterity:3

{table=head]Ability|Score|Modifier
Strength|12|+3
Dexterity|16|+2
Constitution|15|+2
Intelligence|17|+1
Wisdom|13|+2
Charisma|12|+1[/table]

{table=head]Save|Class Base|Ability Modifier|Misc. Bonus|Total
Fort|+0|+2|+0|+2
Reflex|+0|+3|+0|+3
Will|+2|+1|+0|+3[/table]

Armor Penalty:0
{table=head]Skills|Ranks|Ability Modifier|Misc. Bonus|Total
Appraise|+0|+3|+0|+3
Balance*|+0|+3|+0|+3
Bluff|+0|+1|+0|+1
Climb*|+0|+1|+0|+1
Concentration|+4|+2|+0|+6
Craft|+0|+3|+0|+3
Decipher Script|+4|+3|+0|+7
Diplomacy|+0|+1|+0|+1
Disable Device|+0|+0|+0|+0
Disguise|+0|+1|+0|+1
Escape Artist*|+0|+3|+0|+3
Forgery|+0|+3|+0|+3
Gather Information|+0|+1|+0|+1
Handle Animal|+0|+0|+0|+0
Heal|+0|+1|+0|+1
Hide*|+0|+3|+0|+3
Intimidate|+0|+1|+0|+1
Jump*|+0|+1|+0|+1
Knowledge(Arcana)|+4|+3|+0|+7
Knowledge(Dungeoneering)|+4|+3|+0|+7
Knowledge(Religion)|+4|+3|+0|+7
Listen|+0|+1|+0|+1
Move Silently*|+0|+3|+0|+3
Open Lock|+0|+0|+0|+0
Perform|+0|+0|+0|+0
Profession|+0|+0|+0|+0
Ride|+0|+3|+0|+3
Search|+0|+3|+0|+3
Sense Motive|+0|+1|+0|+1
Sleight Of Hand*|+0|+0|+0|+0
Spellcraft|+4|+3|+0|+7
Spot|+0|+1|+0|+1
Survival|+0|+1|+0|+1
Swim|+0|+1|+0|+1
Tumble*|+0|+0|+0|+0
Use Magic Device|+0|+0|+0|+0
Use Rope|+0|+3|+0|+3[/table]

Feats:
Rapid Reload:Treat light and hand crossbow as normal bow for reloading. Heavy crossbows reload has move action.
Eschew Materials:Caster does not require material components that cost less than 1gp.

Special Abilities:
Scribe Scroll:Able to scribe new spells into a spellbook.
Familiar(Raven goes by Francis):+3 to Appraise. Can speak common.

Equipment:
Light: 43 Medium: 86 Heavy: 130
Current: 22 lbs
Currency: 50gp 9sp 10cp 3.5lb
Bolts x27(quiver at waist.) Ammo for Crossbow. 3lbs
Spellbook(in backpack) Needed to prepare spells. 3lbs
Backpack(wearing) Used to carry gear. 2lbs
Travelers Outfit(wearing)Boots, wool breeches, sturdy belt, shirt, vest, and hooded cloak. 5lbs
Scroll of Feather Fall
Scroll of Burning Hands

Spellbook:
LVL 0:
Resistance
Acid Splash
Detect Poison
Detect Magic
Read Magic
Daze
Dancing Lights
Flare
Light
Ray of Frost
Ghost Sound
Disrupt Undead
Touch of Fatigue
Mage Hand
Mending
Message
Open/Close
Arcane Mark
Prestidigitation
LVL 1:
Chill Touch
Cause Fear
Ray of Enfeeblement
Identify
Mage Armor
Shield

Prepared Spells:
LVL 0:3
Dancing Lights
Ghost Sound
Ghost Sound
LVL 1:2
Mage Armor
Shield

flipflopcurly
2013-12-01, 11:10 PM
Character Name: Corianne "The Calvary" Rhinoceros
Race: Dwarf
Class: Ranger/1
Alignment (and deity): Neutral (Self Religious)
Character description:

HP: 12 / 12
AC: 18
Armor:4 Dexterity:3
Touch AC: 13
Flat-Footed AC: 15

Base Attack Bonus:+1
Base Grapple Bonus: +3
Base Attack Bonus:1 Strength:2

Weapon(s):
Long Bow
Attack Bonus: +4, Damage: 1d8 x3 Range: 100ft Pierce
A large bow. 3lbs

Long Sword
Attack Bonus: +3, Damage: 1d8+2 19-20/x2 Slash
Long one handed blade. 4lb

Short Sword
Attack Bonus: +3, Damage: 1d6+2 19-20/x2 Pierce
Short blade made for stabbing. 2lb

Dagger x 5
Attack Bonus: +4 or +3 Thrown, Damage: 1d4+3 19-20/x2 Range: 10ft Pierce/Slash
Small blades that can be used in melee or thrown. These ones are simple looking and show signs of use. 5lb

Initiative: +7
Dexterity:+3 Feat:+4

{table=head]Ability|Score|Modifier
Strength|14|+2
Dexterity|17|+3
Constitution|18|+4
Intelligence|13|+1
Wisdom|13|+1
Charisma|9|-1[/table]

{table=head]Save|Class Base|Ability Modifier|Misc. Bonus|Total
Fort|+2|+4|+0|+6
Reflex|+2|+3|+0|+5
Will|+0|+1|+0|+1[/table]

Armor Penalty:-14
{table=head]Skills|Ranks|Ability Modifier|Misc. Bonus|Total
Appraise|+0|+1|+0|+1
Balance*|+0|+3|+0|+3
Bluff|+0|-1|+0|-1
Climb*|+2|+2|+0|+4
Concentration|+0|+4|+0|+4
Craft|+0|+1|+0|+1
Decipher Script|+0|+0|+0|+0
Diplomacy|+0|-1|+0|-1
Disable Device|+0|+0|+0|+0
Disguise|+0|-1|+0|-1
Escape Artist*|+0|+3|+0|+3
Forgery|+0|+1|+0|+1
Gather Information|+0|-1|+0|-1
Handle Animal|+0|+0|+0|+0
Heal|+0|+1|+0|+1
Hide*|+4|+3|+0|+7
Intimidate|+0|-1|+0|-1
Jump*|+2|+2|+0|+4
Knowledge|+0|+0|+0|+0
Listen|+4|+1|+0|+5
Move Silently*|+4|+3|+0|+3
Open Lock|+0|+0|+0|+0
Perform|+0|+0|+0|+0
Profession|+0|+0|+0|+0
Ride|+2|+3|+0|+5
Search|+2|+1|+0|+3
Sense Motive|+0|+1|+0|+1
Sleight Of Hand*|+0|+0|+0|+0
Spellcraft|+0|+0|+0|+0
Spot|+4|+1|+0|+5
Survival|+2|+1|+0|+3
Swim|+2|+2|+0|+2
Tumble*|+0|+0|+0|+0
Use Magic Device|+0|+0|+0|+0
Use Rope|+0|+3|+0|+3[/table]

Feats:
Track:Allows use of survival to track creatures.
Improved Initiative:+4 to initiative.

Special Abilities:
Move 20ft no matter what
Darkvision 60ft
Stonecunning:+2 search on unusual stonework
Stability:+4 vs bull rush and trip while standing.
+2 save vs poison
+2 save vs spells
+4 dodge vs giants
+2 appraise stone or metal
+2 craft stone or metal
1st Favored Enemy(Undead)
Wild Empathy:able to make diplomacy like check for animals at level + charisma + 1d20

Equipment:
Light: 58 Medium: 116 Heavy: 175
Current: 48.5 lbs
Currency: 166gp 1.5lb
Chain Shirt(Wearing): AC:4 Max Dex:4 Armor Check:-2
A long shirt made of chain and a steel cap. 25lbs
Arrows x 40:Ammo for bow. 6lbs
Backpack2lbs

aldnod
2014-02-07, 07:14 PM
This is for the conversion. Please use the following information to convert your character and repost after this. I will also add rules here as we play to make playing easier.

We will be converting the game to FateCore which is free to download at http://www.evilhat.com/home/fate-core-downloads/

I'm going to save and update this throughout the day so check back periodically.

Try to use the following information to convert your character over. I will post Flikum Bikum as a demo character.
To adjust your characters:
Step 1:
Aspects what make your character unique.They range from a personality quirk "Always Smiling" to equipment you always seem to have "My Favorite Silver Dagger" to a minion "My Familiar Francis". You choose 5.

You should pick both positive and negative aspects. This is because you use Fate Points to use aspects to help you out of a jam but you can also gain Fate Points by having others invoke them against you. I will explain them below but you want as many Fate Points as you can get, so you should make sure you can earn some during the game.

This is the most creative part of character creation so try to give them interesting names. Make sure you describe how this aspect is suppose to work.
Step 2:
Extras are extra content with special rules you can add to your character.(Magic and racial stuff)

-1 Refresh: Declare base d&d race other than Human. You will be able to apply everything they can do as you need them.
Can take stunts conjuration, divination, illusion, necromancy, or abjuration in any combination to cast those type of spells.
Roll Will to cast appropriate spell. default dc is 1 for 1 damage/potency on one target, +1 dc for each round or duration,+1 for each extra point damage/potency, +1 for each extra zone effect, +1 for each target in zone not being hit.

Take 1 stress for each point dc is missed by
Can take stunts evil, good, fire, wind, water, or earth in any combination to cast those type of spells.

Cure/Inflict and Turn/Rebuke are Good/Evil Respectively

Note: Curing only effects the stress slot at the potency cast at or lower(explained later)

Roll Will to cast appropriate spell. default dc is 1 for 1 damage/potency on one target, +1 dc for each round or duration,+1 for each extra point damage/potency, +1 for each extra zone effect, +1 for each target in zone not being hit.

Take 1 stress for each point dc is missed by
Step 3:
Your default skill list is thus:
Athletics: How well you move. Also used for Defense Rolls if you can move.
Burglary: Covers stealing and breaking and entering.
Contacts: Covers how well you make friends and how many you have.
Crafts: Create one for each D&D craft skill individually(ex: Crafts(Weapon))
Deceive: For lying and misdirection
Empathy: How well you understand people and read emotions.
Fight: Choose(Blunt, Slash, Pierce, Unarmed) Melee Attack Skill. Take individually.
Investigate: Use to find things out indirectly or examine under scrutiny.
Lore: Take D&D knowledge skill individually.(ex:Lore(Arcana))
Notice: Awareness of your surroundings.
Physique: Represents Physical Toughness and endurance. Effects physical punishment you can take as well.
Provoke: "Being a Jerk Skill". Skill to invoke negative emotions.
Rapport: Opposite of provoke. Ability to be liked.
Resources: Ability to gather wealth and pull resources for use. Replaces currency.
Ride: Ability to ride and horse and pull maneuvers.
Shoot: Choose(Bow,Crossbow,Firearm) Range Attack Skill. Take Individually
Stealth: Ability to hide and move quietly.
Will: Mental Fortitude and Willpower. Also effects how much mental abuse you can take.

Skill list may be expanded by extras above.

Physique and Will effect this games equivalent to HP and MP.
Notice and Empathy effect initiative depending on situation.

You 5 skill levels you can take a skill to and cost of the skill is equal to the level.(+1 costs on skill point while a +5 costs 5 skill points.) You cannot have less skills at lower levels than higher levels. (if you have 3 +2 skills you need to have at least 3 +1 skills, same for +3 with +2 skills and so on). You have 20 points to purchase skills.


Step 4:
Stunts are for skills. They represent the ability to use a skill in a specialized way as either a bonus(+2 under specific conditions or with light conditions with a fate point), differently (your intimidating physique allows you to intimidate people instead of using Provoke), or under new unusual conditions (you can roll Notice even if opponent has complete cover.) These are open and versatile. You can find examples in the free to download(by creators) game book. I will look them over and balance them as needed. Keep in mind that if I didn't list and use of a skill you may have to create a stunt to use it that way.

You get three stunts for free and each extra stunt you lose 1 refresh. You begin the game with 3 refresh and you must have at least 1 (or you become an npc). Refresh(will explain more below) determines how many Fate points you start with and how least number of Fate points you have each refresh(each month real time)

How this system works:
At the start of the game your available Fate Points equal you refresh and every refresh(normally the start of each session which will be a month for this game.) your Fate points are equal to your current total or your refresh whichever is higher. You start at 3 and it goes down when getting extras or extra stunts.
You can spend a fate point to invoke an aspect on yourself or others for a +2(invoking an enemies short temp to provoke them or the fact your well read for a lore check) to a skill roll or you can spend a fate to change the story (luckly for me there was a hay wagon next to the barn I fell from the roof of). You also game Fate Points if your aspect gets invoked against you (your the one with the short temper).
Aspects describe things in the game and their condition. You can invoke any of them that you know with a Fate Point. You can discover hidden ones by investigating the item, place, or person in question.
Damage in this game is in the form or stress. You have two stress bars, Physical and Mental. Stress tracks are equal to 2 + half your relevant skill (physique for physical) round up max 4. Stress works differently than hp as it works as checkable boxes compared to a numeric value. When you take damage you make off the slot and if that slot is already occupied, you mark off the next highest instead. Ex. If you have 3 boxes and you take two damage you mark box two. If you take two more damage, you mark box 3 since box two is already occupied. You are taken out of the fight(in the most appropriate way for the conflict and type of attack) once you are unable to check a box. To get more effective endurance you use consequences. You recover all stress whenever your character gets a decent rest(ex. 15 minute break)
Consequences represent a lasting negative effect you received during a conflict. You choose when to accept them and they subtract from the damage you receive depending on the severity. Everyone starts with one mild(-2), one moderate(-4), one severe(-6). If you have 5 ranks in the appropriate skill, you get an extra mild consequence as well. Once you accept a consequence, the attacker can invoke it for free and you will care the aspect from your "injury" for a time depending on severity. You will not recover consequences until you heal. To heal you must have the opportunity to start healing (medical help or rehabilitation) and then change the aspect to reflect that your healing. Finally you need to wait a set game time amount for it to go away. Mild is One Scene, Moderate is One Session(Month real time), Severe is on Scenario(Finish the Arc). The injury must reflect the severity.

Everything in this game(even scenes) has aspects, stress tracks, extras and consequences too so you should keep an eye out to take advantage of them when you can.

aldnod
2014-02-08, 01:28 AM
This is my character sheet for Flikum Bikus. Feel free to take a look until the characters are ready.


Physical Stress: oooo
Mental Stress: oooo
Mild Consequence (none)
Moderate Consequence (none)
Severe Consequence (none)

Fate Points: 1
Extras: Arcane Magic
Aspects:
"Wolf in Sheep's Clothing" - Flikum is amoral but has decided that good guys get all the wealth and glory. He comes off a bit odd to other when faced with moral delima.
"Say hello Francis!" - Flikum has a raven familiar that can speak. It acts as his conscience to remind of what the right thing to do would be.
"Hot Blooded" - Flikum tends to get caught up in a fight to the point he will leave himself open to deal a killing blow.
"My sweet Corianne" - Flikum has a soft spot for his constant companion, the female Dwarf Corianne.
"Amoral Bookworm" - Flikum is constantly reading and studying everything he finds as he seeks out all the knowledge he can get his hands on. He really loves forbidden or taboo knowledge.
Skills:
+4 Will
+3 Physique,Athletic
+2 Shoot(Crossbow),Lore(Arcana),Lore(Religion)
+1 Lore(Dungeoneering),Notice,Wealth,Investigate
Stunts:Conjuration-0,Necromancy-0,Abjuration-0,Divination-1