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Showing posts with label Character Sheets. Show all posts
Showing posts with label Character Sheets. Show all posts

Sunday, January 24, 2021

Wayne (Wei) Sha - Mechwarrior D20

 Wayne (Wei) Sha 

Str: 12
Con: 12
Dex: 15
Int: 14
Wis: 11
Cha: 11

Skills

Bluff:CHA: 1
Gunnery (‘Mech):DEX: 3
Knowledge (Unit Colors):INT: 2
Melee Combat:STR/DEX: 2
Piloting (‘Mech):DEX: 2
Search:INT: 1
Small Arms:DEX: 2
Spot:WIS: 1
Survival:WIS: 2

 Advantages

Owner (3)
Sixth Sense

 Gear

Pump Shotgun (40)
80 Rnds (20)
Personal Communicator (50)
Personal Armor Vest (50)
Basic Field Kit (10)
Filter Mask (2)
28 Creds

 

Base Damage Point (base dp) number is 6.

The torso has 4 * (base dp) = 24.

Each leg has 3 * (base dp) = 18.

Each arm has 2 * (base dp) = 12.

The head has 2 * (base dp) = 12.

 

Saves

Fortitude
Reflex +1
Will +1

Saturday, January 23, 2021

Athriel Glimmergaunt, half-elf alchemist for Pathfinder

Athriel Glimmergaunt
Male half-elf alchemist (chirurgeon) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7

Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +1; +2 vs. enchantments, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Immune sleep; Resist fortified drinker

Offense

Speed 30 ft.
Ranged bomb +3 (1d6+3 fire)
Special Attacks bomb 6/day (1d6+3 fire, DC 13)
Alchemist (Chirurgeon) Extracts Prepared (CL 1st; concentration +4)
   1st—cure light wounds, firebelly (DC 14)

Statistics

Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Brew Potion, Extra BombsAPG, Skill Focus (Knowledge [engineering]), Throw Anything
Traits alchemical adept, fortified drinker, teacher's pet
Skills Appraise +7, Craft (alchemy) +7 (+8 to create alchemical items, +9 to craft alchemical items), Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +4, Knowledge (engineering) +12, Perception +7, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +6, Spellcraft +7; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Elven, Grippli, Undercommon
SQ alchemy (alchemy crafting +1), elf blood, mutagen (+4/-2, +2 natural armor, 10 minutes), pride
Other Gear alchemist starting formula book, 150 gp

Special Abilities

Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (6/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Friday, January 22, 2021

Watts Tarambore, human thief for Crypts & Things

 

Watts Tarambore


Male Khoran Thief 1
Medium humanoid, neutral 


Armor Class 3
Hit Points 9 (1d8+2)
Speed 30 ft.

STR 14 (+1), INT  14 (+0), WIS 12 (+0), DEX 16 (+2), CON 16 (+2), CHA 6 (+0)

Languages Common, Susrahnian

Special Powers 
As a Khoran, add +1 to either Strength or Dexterity.

Life Event - Survivor of a disastrous raid into Khazabad, you spent your early years as a slave there until you managed to escape. Add +1  Constitution

Learning Your Trade - You spent the early part of your career slumming it with the Beggars of Zul-Bazzir. +2 to Skill Tests involving begging or pick pocketing.

Artful Dodging - Thieves receive a -2 [+2] bonus to their armour class.

Languages - A Thief is assumed to have seen a fair bit of the world and therefore gains a +25 bonus to understanding other languages.

Two Weapon Fighting - Thieves gain a +2 to hit (instead of the standard +1) when using two weapons.

Thief Skills

Thieves benefit from a +3 bonus to any roll involving the following categories of tasks (using the Skills system described in "Testing Skill" on page 71).
Climbing
This skill covers attempts by characters to scale sheer surfaces, including walls and cliffs. If a rope and grappling hook are available, the character normally need not make a roll in order to climb, unless the situation is very stressful. For example if the character is being pursued by assassins, then the Crypt Keeper may judge that a roll is necessary.
Legerdemain
This category covers tasks involving the skilful use of the character’s hands when performing tricks (e.g., hiding a dagger from a guard), as well as attempts to pick the pockets of others without attracting notice.
Opening Locks
This category covers attempts to pick locks. If the thief lacks a proper set of lock picks, they suffer a penalty of -2 or more (as the Crypt Keeper judges) to the attempt. Especially well crafted lock picks may give the thief a bonus to their rolls. Legends speak of magical lock picks that enable Thieves to overcome even the most difficult of locks.
Perception
This category covers attempts by characters to notice hidden or concealed objects (e.g. secret doors or traps) or creatures (e.g. brigands waiting in ambush).
Stealth
This category covers attempts by characters to remain unnoticed, including hiding and moving silently. Dark shadows or dense foliage may give characters a bonus to their Skill Test while bright lights or clear ground may give them a penalty (or even make an attempt at stealth impossible). Wearing armour heavier than leather will normally prohibit a character from moving silently. Carrying a torch or other light source prohibits a character from hiding.
Traps
This category covers attempts by characters to disable or set traps.

Actions

Long Sword. Melee Weapon Attack: +1 to hit, Hit: 1d8+1/1d8+1.

Equipment Backpack, Belt pouch (small), General clothing (yellow hues), Torches (x3), Flint and steel, Bed roll, Wine-skin, 7 Days of dry rations, Holy Symbol of Pelor, Studded Leather armor, Shield (medium), Staff Sling, Sling Bullet (x10), Chalk, Scroll Case, Silk Rope (50 feet), Small Metal Mirror, Light-proof pouch containing a Copper coin w/ Continual Light, 61 gp, 1 sp, 8cp

Magic Items potion of healing, Lion's Shield

Thursday, January 21, 2021

Grim 'Brown-Helm' Kordsson, Dwarf thief for OSRIC


Description: Grim would be typified as slim for a dwarf. He has a full head of black hair and a black beard shaved close to his chin (punishment for his last crime.) He has cold brown eyes that seem to constantly measure everything, judging it for its difficulty to take and its overall value. 

Background: Grim was born Grim Yorrifind to his parents Kord and Torri Yorrifind. His parents were the typical dwarves, pragmatic and hard working. Grim was neither. Many felt there was a touch of human blood flowing through his veins. Grim was lazy and difficult to motivate. He wanted the best in light but didn't want to work for it, he wanted it handed to him. As Grim grew up, his father tried to teach him the family trade, wood carving. His father was responsible for carving the wood that would be used to make the handles on the axes and hammers his kinfolk took to battle. He was also talented at enscribing tales and histories into those handles. Grim wanted nothing to do with carving. He would spend his days learning wood-working from his father but his attempts were always done sloppily and far too quickly. When his father's back was turned, Grim (who had trouble making an honest wage due to his horrible handiwork) would steal his needs from vendors in his town. It turns out that Grim was good at picking other's pockets or unlocking someone's locks. And he didn't have to go out of his way to earn the money he needed to buy things, he simply took it. As Grim grew older, his heists grew bolder. Finally, he grew too bold and was caught stealing from jeweler. He was brought before the King. The King was uncertain what he should do with Grim. The King was familiar with his father Kord and respected the man for the work he accomplished. As such, the King ordered Grim's beard be cut down to his chin and he be thrown into a cell till the King could devise a suitable punishment for him. Then, as luck would have it, the 'war' with the druid escalated and Grim was given a chance to redeem himself. Kill the druid or don't come back again.

Grim 'Brown-Helm' Kordsson

Male Dwarf Thief 6
Medium humanoid, neutral

Armor Class 2
Hit Points 40 (6d6+12)
Speed 90 ft.

STR 15 (+0), INT  12 (+0), WIS 9 (+0), DEX 18 (+3), CON 16 (+2), CHA 7 (+0)

Saving Throws Death - 12, Petrification - 11, Rod - 12, Breath - 15, Spell - 13
Languages Dwarfish, gnomish, goblin, kobold, orcish, common, Neutral

Special Powers

-4 penalty to any attacks made against the dwarf by giants, ogres, ogre mages, titans and trolls.
+1 to hit against goblins, half-orcs, hobgoblins, and orcs
+4 save vs. Magic & Poison
Infravision 60'

Thief Skills
Climb Walls: 80
Find Traps: 70
Hear Noise: 25
Hide in Shadows: 55
Move Quietly: 50
Open Locks: 80
Pick Pockets: 60
Read Languages: 20

Actions

Shortsword (masterwork). Melee Weapon Attack: +1 to hit, Hit: 1d6/1d8.

Sling Bullet. Ranged Weapon Attack: +0 to hit, Hit: 1d4+1/1d6+1, Range: 20/100/200

Equipment Backpack, 2 belt pouches (small), 2 belt pouches (large), General clothing (brown hues), Bed roll, Wine-skin, 7 Days of dry rations, Staff Sling, Sling Bullet (x20), Chalk, Scroll Case, Silk Rope (50 feet), Small Metal Mirror, Thieves Tools

Magic Items Studded Leather Armor +1

Tuesday, January 19, 2021

Finnegan McClain, laborer/pugilist for Call of Cthulhu 3rd Edition

 Name: Finnegan McClain

Age: 25 (as of September 1925)
Sex: Male
Occupation: Laborer / Pugilist

Characteristics
STR 15
CON 9
SIZ 12
DEX 12
APP 7
INT 10, Idea 50
POW 11, Luck/SAN 55 (currently 43)
EDU 11, Know 55

Sanity: 55
current Sanity: 43

Hit Points: 11
current Hit Points: 11
Magic Points: 11
current Magic Points: 11
Damage Bonus:

Education, Degrees: N/A
Birthplace: Dundalk, Ireland
Residence: Boston, Mass.
Income: $500/yr
Savings: $100

Appearance & Personality:
Background:
Religion: Catholic
Political Leanings:
Professional Associations and Connections:
A Secret:
Languages Spoken: English and Gaelic

Skills
Accounting (10%):
Aircraft Maintenance (05%):
Anthropology (01%):
Archaeology (01%):
Art (05%):
Astronomy (01%):
Bargain (05%):
Biology (01%):
Botany (00%):
Chemistry (01%):
Climb (40%):
Conceal (15%):
Cooking (15%):
Craft (05%):
Credit Rating (15%):
Cthulhu Mythos (00%):
Dance (15%):
Diagnose Disease (05%):
Disguise (01%):
Dodge (24): +36%
Drive Auto (20%):
Drive Dog Sled (20%):
Electr. Repair (10%):
Explosives (01%):
Fast Talk (05%):
First Aid (30%):
Forensics (00%)
Geology (01%):
Hide (10%):
History (20%):
Jump (25%):
Law (05%):
Library Use (25%):
Linguist (00%):
Listen (25%):
Locksmith (01%):
.Mech. Repair (20%): +30%
Medicine (05%):
Meterology (05%):
Natural History (10%):
Navigate (10%):
Occult (05%):
Opr. Hvy. Mch. (01%):
.Other Language (01%): Gaelic +14%
Outdoorsmanship (05%):
Own Language (55%):
Persuade (15%):
Pharmacy (01%):
Photography (10%):
Pick Pocket (05%):
Pilot (01%):
Polar Survival (01%):
Psychoanalysis (01%):
Psychology (05%):
Radio Operator (01%):
Ride (05%):
Roping (00%)
Sing (05%):
Sneak (10%):
Spot Hidden (25%):
Swim (25%):
Throw (25%):
Track (10%):
Treat Poison (05%):
Zoology (00%):
Other (Custom Choice) (00%):

Hand-to-Hand:
Block (24%): +26%
Fist/Punch (50%): +25%
Head Butt (10%): +20%
Kick (25%): +25%
Grapple (25%): +33%


Firearms:
Handgun (20%):
Machine Gun (15%):
Rifle (15%):
.Shotgun (30%): +15%


Equipment:

Property:
Will: Beneficiaries (family or institutional)
Picture:

Saturday, January 16, 2021

Neev Ruthvan, human cleric of Pelor for AD&D 2e


Nymandus Lehmann


Male Human Cleric 5
Medium humanoid, neutral good


Armor Class 4
Hit Points 32 (5d8+10)
Speed 20 ft.

STR 14 (+0), INT  10 (+0), WIS 17 (+3), DEX 14 (+0), CON 16 (+2), CHA 13 (+0)

Saving Throws Death - 9, Petrification - 12, Rod - 13, Breath - 15, Spell - 14
Skills Healing, Reading/Writing, Religion, Spellcraft
Languages Common, Giant, Troll

Special Powers

all healing spells do at least median healing
automatic saves vs. spells that deprive priest of sight (darkness, blindness, etc.)

Turn Undead
Skeleton or 1 HD : D
Zombie : T
Ghoul or 2 HD : T
Shadow or 3-4 HD : 4
Wight or 5 HD : 7
Ghast : 10
Wraith or 6 HD : 13
Mummy or 7 HD : 16
Spectre or 8 HD : 19
Vampire or 9 HD : 20

Actions

Morning Star. Melee Weapon Attack: +0 to hit, Hit: 2d4/1d6+1.

Quarterstaff. Melee Weapon Attack: +0 to hit, Hit: 1d6

Sling Bullet. Ranged Weapon Attack: +0 to hit, Hit: 1d4+1/1d6+1, Range: 20/100/200

Equipment Backpack, Belt pouch (small), General clothing (yellow hues), Torches (x3), Flint and steel, Bed roll, Wine-skin, 7 Days of dry rations, Holy Symbol of Pelor, Studded Leather armor, Shield (medium), Staff Sling, Sling Bullet (x10), Chalk, Scroll Case, Silk Rope (50 feet), Small Metal Mirror, Light-proof pouch containing a Copper coin w/ Continual Light, 61 gp, 1 sp, 8cp

Magic Items potion of healing, Lion's Shield

Lion's Shield
This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.

Tuesday, January 12, 2021

Hathin Greypick, Dwarf Ranger for Minimalist D20

Hathin was born and raised in the community of Janderhoff to a smithy father and a merchant mother. As he grew up, he interacted a lot with the merchant caravans that passed through, making trades with his mother or purchasing items from his father. Hathin heard the stories of places outside the town's environs and desired nothing more than to see them. When he was old enough, he left the safety and security of the town and began treking across the wilds, never staying in one place for long (and quite content with that as well). He has been heading east since leaving Janderhoof, taking his time to observe and enjoy the sites he sees. He has made it as far as Sandpoint and only intends to see the festival and then move on to the city of Magnimar.

 Name: Hathin Greypick


Race: Dwarf
Class: Ranger
Level: 1

STR: 18 (+4)
DEX: 16 (+3)
MIND: 10 (+0)


Saving Throws

Fort: 5 (str bonus + physical)
Reflex: 4 (dex bonus +physical)
Will: 1 (mind bonus + level)


HP: 22
AC: 17


Attack Bonuses

Melee: +5
Missile: +4
Magic: +1


Skills

Physical: 1
Subterfuge: 1
Knowledge: 1
Communication: 1
Survival: 4

Scale Mail (50gp), Short Sword (1d6 dmg)(10gp), Hand Axe (1d4 dmg)(6gp), Backpack (2gp), Belt Pouch (1gp), Bedroll (1sp), Explorer's Outfit (10gp), Flint and Steel (1gp), 50' silk rope (10gp), grappling hook (1gp), chalk (10 pieces)(1sp), Iron Rations (6 days)(3gp), Hooded Lantern (7gp), Flask of Oil (x4)(4sp), Small metal Mirror (10gp), Signal Whistle (8sp), Map Case (1gp), 36GP, 6SP

Monday, January 11, 2021

C'rizz C'rozz: Lizardfolk Tattooed Monk for Dungeons & Dragons 3.5e

C'rizz was from a humorous game where everyone was a monster character. None of the characters were supposed to be serious. To give you an idea of how not-serious we were, the leader of our group was a yellow bugbear paladin who wore a red breastplate, ate honey with every meal, and went by the name Sir Winifred de Pugh. C'rizz was a "down to earth" monk who smoked weed in order to control his anxieties. 

C'rizz C'rozz: Male Lizardfolk Mnk4/Ttm1/2; CR 6



Medium Humanoid (reptilian)
HD 7d8+14; hp 57
Init +3; Spd 40 ft/x4
AC 25 (+3 armor, +3 dex, +5 natural, +4 misc), touch 17, flat-footed 22
Base Atk/Grapple +4/+10
Full Atk +6/+6 Primary Natural (1d4+2;20/x2, 2 Claws), +1 Secondary Natural (1d4+1;20/x2, Bite), +4 Two-handed (1d8+5;20/x3, +2 Three-section Staff), +7 One-handed (1d6+3;20/x2, +1 Nunchaku), +7 Thrown (1d2+2;20/x2, Shuriken(Thrown)), +8 Two-handed (1d10+1;19-20/x2, Heavy Crossbow)
SA&SQ Armor Restriction, AC Bonus(Ex), Flurry of Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex), Monk Abilities, Tattoo (Su or Sp), Multiclass Note
SR 0; AL LN; SV Fort +8, Ref +12, Will +9
Str 15(+2), Dex 17(+3), Con 15(+2), Int 10(+0), Wis 16(+3), Cha 10(+0)
Skills: Balance¹ +9, Escape Artist¹ +5, Hide¹ +6, Jump¹ +12, Knowledge (religion) +8, Listen¹ +5, Move Silently¹ +6, Search¹ +1, Sense Motive¹ +5, Spot¹ +4, Swim¹ +8
Skill Tricks: .
Traits: .
Flaws: .
Maneuvers and Stances: .
Feats: Blind-Fight (PH 89), Endurance (PH 93), Improved Unarmed Strike (PH 96)², Improved Grapple (PH 95)², Deflect Arrows (PH 93)², Snatch Arrows (PH 100).
Grafts: .

Racial Abilities:
• +2 Strength, +2 Constitution, -2 Intelligence
• Base land speed of 30 feet.
• +5 Natural Armor bonus.
• Natural Weapons: Bite(1d4+1), 2 Claws(1d4+2),
 • Hold Breath: You can hold your breath for 60 rounds before risking drowning.
• +4 racial bonus on Balance, Jump, and Swim checks.
• Favored Class: Druid 

Class Abilities:
• Armor Restriction: If wearing ANY armor or carrying a shield, you lose your Wisdom bonus to AC, fast movement and flurry of blows abilities.
• AC Bonus(Ex): Add +4 AC; this bonus is not lost unless you are immobilized or helpless, wearing armor, carrying a shield or carrying a medium/heavy load.
• Flurry of Blows(Ex): As a full attack, you may make one extra attack(s) All attacks made in the round suffer a –2 penalty.
• Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage.
• Fast Movement(Ex): Your speed increases (limited by armor and encumbrance)
• Still Mind(Ex): +2 to save against Enchantment spells and effects.
• Ki Strike(Su): Your unarmed attacks are treated as magic weapons.
• Slow Fall(Ex): As long as a wall is within arm's reach, you take damage from a fall as if it were 20 feet shorter.
• Monk Abilities: Your tattooed monk abilities stack with your monk levels for determining unarmed damage, AC bonus, & unarmored speed bonus.
• Tattoo (Su or Sp): The abilities bestowed are supernatural (except crescent moon). Unless the effects of the tattoo are continuous, activating a tattoo is a move action that does not provoke an attack of opportunity.
¤ Chameleon: once per day you can use an alter self effect that last 1 hours per day.
• Multiclass Note: A monk who becomes a tattooed monk may continue advancing as a monk.

Sunday, January 10, 2021

Thoryl Dhoradson, Dwarf Cleric for Castles & Crusades


Thoryl Dhoradson

Male Dwarf Cleric 1
Medium humanoid, chaotic good


Armor Class 14 (Ring Mail, shield)
Hit Points 9 (1d8+1)
Speed 20 ft.

STR 14 (+1), DEX 9 (+0), CON 13 (+1, Primary), INT 8 (-1), WIS 15 (+1, Primary), CHA 13 (+1)

Senses deepvision 120 ft.
Languages Common, Dwarven, Gnome, Goblinoid, Halfling, Elven, Ogrish, Giant, Troll

Actions


Battle Axe. Melee Weapon Attack: +0 to hit. Hit: 1d8 (EV3).

Equipment Ring Mail, Shield (Med. Steel), Backpack, Belt Pouch, Spell Components, Water Skin, Holy Symbol (Wooden), Flint and Steel, 7 Rations (1 week), Wine (Common (Bottle)), Sack (Large),  Pipe, 28 gp, 4 sp

Determine Depth and Direction: Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The dwarf can determine direction underground just as easily.

Animosity (Elves): Dwarves suffer a -2 penalty to charisma checks when dealing with elves to whom they are not closely associated.

Enmity (Goblins/Orcs): When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.

Defensive Expertise (Giants/Ogres): When fighting giants or ogres, dwarves receive a +4 bonus to armor class. 

Resistant to Arcane Magic: Dwarves receive a +3 bonus to all saving throws against arcane spells and spell-like effects. 

Resistant to Fear: Dwarves receive a +2 bonus to all saving throws against fear. 

Resistant to Poisons (Constitution): Dwarves receive a +2 bonus to all poison saving throws.

Stonecraft (Wisdom): Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone. A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the wisdom check is +4. When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.

Saturday, January 9, 2021

Nymandus Lehmann, Human Fighter for Swords & Wizardry Complete

Nymandus Lehmann


Male Human Fighter 3
Medium humanoid, lawful good


Armor Class 16
Hit Points 19 (1d8+2)
Speed 20 ft.

STR 11 (+0), INT  9 (+0), WIS 8 (+0), DEX 9 (+0), CON 11 (+0), CHA 4 (-)

Saving Throws Death - 12, Petrification - 12, Rod - 12, Breath - 12, Spell - 12
Skills Arcana +2, Athletics +4, History +2, Stealth +5
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, (+1 language TBD)

Actions


GoldDust (Battle Axe +1). Melee Weapon Attack: +1 to hit, Hit: 1d8+1.Appears to be made out of solid gold, yet the blade never dulls. Written along the curve of the blade are several characters in the Dwarven script.

Light Crossbow. Ranged Weapon Attack: +0 to hit, Hit: 1d4+1

Equipment Plate Armor, Backpack, Battle Axe, Light Crossbow, Quiver, Light Bolts (x20), Flint & Steel, Torches (x8), Trail Rations (x7 days), 1,992 gp

Friday, January 8, 2021

Rhisza, Salimar Pilot for Tiny Frontiers

So, apparently I failed to conform to one of the instructions of this challenge; one character per game system. So I present Rhisza earlier than I intended to replace Urzog as I already posted Gulnar Stormguard as my DnD 5e character.

Rhisza


Heritage: Salimar

Traits: Pyrothermic Healing, Charismatic, Pilot (?), Psionic (Pyromancy)

Hit Points: 5

Weapon Proficiency: Light Ranged

Weapon Mastered: Laser Pistol

Family Trade: Diplomat

Belief: The pen is mightier than the sword

Brynmor Geddings, Protagonist for Warhammer 1st Edition

Name: Brynmor Geddings


Race: Human

Sex: Male

Age: 25 years

Alignment: Neutral

Height:

Career: Warrior

EP/XP: 100xp


|Armour|



|Weapons|


|Characteristics|

M: 3

WS: 43

BS: 34

S: 41

T: 31

W: 8

I: 43

A: 2

Dex: 35

Ld: 32

Int: 33

Cl: 49

WP: 31

Fel: 28


Magic Points:


Fate Points:

Fortune Points:


Corruption:0

Limit:


|Insanities/Mutations|



|Injuries & Health|


|Racial Abilities|


|Languages|

old Worlder


|Skills|

Disarm

Dodge Blow

Ride - Horse

Street Fighting

Strike Mighty Blow

Strike to Injure

Strike to Stun


|Spells|



|Trappings|

suit of sturdy, practical clothing, including hooded cloak and boots

backpack containing: a pewter tankard and cutlery, a tinderbox and a blanket.

sword

knife is also carried, tucked into the belt

helmet

purse containing 3D6 Gold Crowns

10 Brass Pennies

2 Silver Shillings

Horse with Saddle and Harness

Mail shirt or metal breastplate

Shield


|Wealth and Treasure|



|Advance Scheme|


|Past Career & Advances|


Career: Protagonist

Wednesday, January 6, 2021

Hinrick, Halfling for Dungeon Crawl Classics (DCC)

I was once involved in a Dungeon Crawl Classics (DCC) Play by Post funnel that grew into a 1st level campaign. Unfortunately, the campaign didn't last much past the funnel. Of my four characters, Hinrick is the one to survive the funnel.

Name: Hinrick the Wanderer

Class: Halfling
Level: 1 
Occupation: Cheesemaker 

Strength 11 (+0) 
Agility 16 (+2) 
Stamina 9 (+0) 
Personality 12 (+0) 
Intelligence 16 (+2) 
Luck 12/12 (+0) 

Birth Augur: Warrior's Arm (Critical hit tables) (+0) 
Alignment: Lawful; the good of the many outweighs the good of the one or the few 

Hit Points:

Weapons: Cudgel (as staff) +0 (1d4) 
Gear: Stinky cheese, holy symbol (25 gp), Chain (10ft) 
Coins: 28 cp 
Heirloom: A bottle of rare wine he had been saving for a special occasion 

Look: Black hair, brown eyes, fairly common appearance but reeks of mold 
Secret: Very lazy, could have done much better for himself if had only applied himself. 
Known Languages: Common, Halfling, Kobold, Goblin, Elf 

Class Features: 
  • Two-weapon Fighting 
  • Infravision 30' 
  • Small Size 
  • Slow (Move 20') 
  • Stealth 
  • Good Luck Charm

Tuesday, January 5, 2021

Elzarune for Tiny Dungeons 2e

Elzarune
Human Male HP 6/6
Description 
Background (feel free to invent parts of the world)

Weapons
Proficient: Light Melee
Mastered: Staff
Carries: Staff & Rapier

Scrolls
  • Phasing Crow - the reader and all their equipment takes on a feathered flighty form that endures until they have flown and touched the ground again.
  • Maddening Gaze
  • Mobile Mapping Model

Other equipment
10GP, bedroll, flint & steel, belt pouch, rucksack, lantern, waterskin, oil, rope (50 feet), rations, torch, cloak, traveling clothes

Traits
  • Educated
  • Perceptive
  • Resolute
  • Spell Reader
  • Spell-Touched