StarWarriorGeno's Homebrew Horror Character Sheets
Adam McAnally
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This is where we'll be posting our character sheets (who knew?). I'll work up a format so people can easily copy and paste their information in without having to worry about forum jargon too much.

To add your character sheet, click Add Item at the bottom of this header, followed by RPG Item.

It doesn't really matter what RPG Item name you select, but if you want to search for something that follows the theme of your character go for it.

Then you'll paste your character information into the formatting in the comment that follows (we'll worry about fancy stuff like linking and headers later). If you click "Quote," on the comment you can copy all the formatting and paste it into your added item before replacing sections with your character information. As an example, here is my character sheet for the 5e campaign I am playing in.
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1. RPG: The Horror Game [Average Rating:0.00 Unranked]
Adam McAnally
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2. Setting: World on Fire
Brayden Johnson
United States
California
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Name: Horrak
Class: Sorcerer
Race: Halfling
Alignment: Chaotic Good
Background: Entertainer
Deity: Fame and Fortune
Size: Small
Languages: Common, Halfling

Renown: ORDER OF THE GAUNTLET


Background, Appearance
Origin:I don't remember much about my childhood but I do remember the fires. No matter where I went fire seemed to follow. Once I joined a band of performers the fires just stopped. It comes back from time to time in my performances but it doesn't scorch the earth like it had before. I had a home and it was nice. That home was taken from me when my band was imprisoned and force to entertain some sick bastards in a keep. We danced and performed for days on end but eventually the magic that usually accompanied our shows stopped and with it the nobles interest in us. I was on the brink of collapse at that point and saw my new family slain before me and then all went black. I woke in a pile of ash surrounded by cinders and bones. Now try as I might to see it the magic I saw in the world around me is lost to me. The world is bland and grey without it.


Personality Traits
I change my mood and my mind as quickly as I change key in song.
Nobody stays angry at me or around me for long, since II can diffuse any amount of tension.

Ideals
Art should reflect the soul; it should come from within and reveal who we really are.

Bonds
I would do anything for the other members of my old troop.

Flaws
I'm a sucker to a pretty face

Physical Characteristics
Age: 22
Gender: Male
Height: 1'11"
Weight: 25lbs
Eyes: green
Hair: grey
Skin: Vibrant blue
Handedness: ambidextrous


A burst of light emanates from below a curled up halfling flipping through the air. As he unfurls his body and lands atop a barmaids platter of drinks. Picking up one of the oversize pints he makes the honey colored liquid disappear. He stands almost 2 feet tall in silver tight fitting cloths with green and gold embroidery. His eyes a similar green to his cloths trimmings and his hair the same silver grey as his sleeves. With a grin on his face and a coin in his palm he drops the gold down the barmaids bosom and leaps down to his table.

Statistics
General
Level: 1
XP: 0
HP: (Max=8) (Current=4)
AC: 14 Natural + Shield
Speed: 25

Hit Dice: 1D6


Initiative: +2 (DEX)
Proficiency: +2
Passive Perc: 9 (10+WIS)

Skills
(+4) Acrobatics [Dex]
(-1) Animal Handling [Wis]
(+1) Arcana [Int]
(-1) Athletics [Str]
(+3) Deception [Cha]
(+1) History [Int]
(+1) Insight [Wis]
(-1)/(+3) Intimidation [Str]/[Cha]
(+1) Investigation [Int]
(-1) Medicine [Wis]
(+1) Nature [Int]
(-1) Perception [Wis]
(+5) Performance [Cha]
(+5) Persuasion [Cha]
(+1) Religion [Int]
(+2) Sleight of Hand [Dex]
(+2) Stealth [Dex]
(-1) Survival [Wis]

Abilities Saves
STR 8 (-1) (-1)
DEX 14 (+2) (+2)
CON 15 (+2) (+4)
INT 13 (+1) (+1)
WIS 8 (-1) (-1)
CHA 16 (+3) (+5)


Proficiencies
Save: Constitution, Charisma
Tool: Disguise Kit, Flute
Weapon: Daggers, darts, slings, quarterstaff, light crossbows
Armor: Well fitting embroidered silver clothing
Other:

Racial Traits, Background Features
Lucky: When you roll a 1 on a D20 for an attack roll, ability check, or saving throw, you can reroll the die and use the new roll.
Brave: Advantage on saving throws against being frightened.
Halfling Nimbleness: Halfling Nimbleness: You can move through the space of any creature this is a size larger then yours.


Spellcasting Workspace
Spell Save DC: 13 (8 + Proficiency + 3)
Spell Attack Modifier: +5 (Proficiency + 3)

Cantrips Known: Light, Prestidigitation,
Ray of Frost, Shocking Grasp

Spells Prepared/Known
1st: Magic Missile, Shield
2nd:
3rd:

Spells Per Day
1st:2
2nd:
3rd:


Class Features
Feature 1: Tides of Chaos: Gain advantage on one attack roll, ability check, or saving throw.

Attack Workspace
dagger: (20/60) +4 to hit / 1d4 +2






Items
Wealth
25 gp 0 sp 0 cp

Equipped
Dagger (1 lbs)
Shield (6 lbs)


Inventory

Flute (? lbs)
Backpack? (? lbs)
Spoiler (click to reveal)
Things in a bag


Total Weight: ??? lbs
Carrying Capacity: ??? lbs
Push/drag/lift: ??? lbs
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3. Board Game: Treasure Hunter: Expansion 1 – Goblin's Loot [Average Rating:6.91 Unranked] [Average Rating:6.91 Unranked]
Zackrey Garner
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Name: Grelb
Class: Barbarian
Race: Goliath
Alignment: Chaotic Neutral
Background: Hermit (I was the caretaker of an ancient ruin or relic)
Deity: Shiny Things
Size: Medium
Languages: Common, Goblin, Some spoken Sylvan learned from forest faerie friends.

Renown: The Emerald Enclave


Background, Appearance
Origin:In the midst of a violent war Grol and Klussa were exiled for being severe kleptomaniacs. They were so drawn to pretty and shiny things that they would steal from their own townspeople. Upon taking leave of their town they came across a small child wrapped in a shiny linen. Unsure whether it was due to their attraction to the shininess or their concern for the child left alone in the cave, they took him. They traveled far away into an unknown and unoccupied land to start their new home. With no rules to keep them down they went on many a journey collecting everything their kleptomaniac hearts could desire and brought it home to store in our cave. As they grew old they began to inscribe each treasures' journey onto its surface so that their son, which they named Grelb, could read when he grew older. They passed away while Grelb, I, was still a young boy and I have very few memories of them. Some short glimpses of how they looked, a few images in the back of my mind from dinnertime eating off of golden plates, with the shiniest of silver forks, and drinking out of chalices inlayed with gemstones of every color. I wish I could remember the way their voices sounded but all I have of them is their many treasures each with its' own journey and tale. Before they passed away they wrote their goodbyes to me on my dinner plate. It is my most cherished relic and I read it many nights over. Sometimes I miss them so much I imagine my parents voices reading it to me or as I sit alone eating my meal I picture my parents sitting and eating with me. I have read each one of their journeys many times and have lived like a king off the land in my cave of treasures. I now feel as though my parents would want me to continue their life's journey to reclaim their belongings. So my adventure begins.

Personality Traits
I often get lost in my own thoughts and contemplation.
I'm oblivious to etiquette and social expectations.

Ideals
Inquiry and curiosity are the pillars of progress. (Chaotic)

Bonds
I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.

Flaws
Now that I've returned to the world, I enjoy its delights a little too much.

Physical Characteristics
Age: 38 years
Gender: Male
Height: 7'10"
Weight: 632 lbs
Eyes: Blue/Gray
Hair: Dark Brown
Skin: White
Handedness: Right


I am a very large Goliath that due to his life long seclusion is unaccustomed to cultural norms and has spent his days in search of more shiny treasures to add to his families collection. I am usually dressed as colorfully as I can find clothes to wear.

Statistics
General
Level: 1
XP: 100
HP: (Max=15)(CurrentMax=7) (Current=7)
AC: 12
Speed: 30 ft

Hit Dice:1d12+3


Initiative: -1 (DEX)
Proficiency: +2
Passive Perc: 14 (10+WIS)

Skills
(-1) Acrobatics [Dex]
(+2) Animal Handling [Wis]
(-1) Arcana [Int]
(+5) Athletics [Str]*
(-1) Deception [Cha]
(-1) History [Int]
(+2) Insight [Wis]
(+3)/(-1) Intimidation [Str]/[Cha]
(-1) Investigation [Int]
(+4) Medicine [Wis]*
(-1) Nature [Int]
(+4) Perception [Wis]*
(-1) Performance [Cha]
(-1) Persuasion [Cha]
(+1) Religion [Int]*
(-1) Sleight of Hand [Dex]
(-1) Stealth [Dex]
(+4) Survival [Wis]*

Abilities Saves
STR 17(Current=17) (+3)(+3) (+5)(+5)*
DEX 08(Current=08) (-1)(-1) (-1)(-1)
CON 16(Current=9) (+3)(-1) (+5)(+3)*
INT 08(Current=08) (-1)(-1) (-1)(-1)
WIS 15(Current=15) (+2)(+2) (+2)(+2)
CHA 08(Current=08) (-1)(-1) (-1)(-1)


Proficiencies
Save: STR, CON
Tool: Herbalism Kit
Weapon: Simple and Martial Weapons
Armor: Simple and Martial Weapons
Other:

Racial Traits, Background Features
Stone's Endurance: When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.


Spellcasting Workspace
Spell Save DC: XX (8 + Proficiency + XXX)
Spell Attack Modifier: +X (Proficiency + XXX)

Cantrips Known: Cantrip 1, Cantrip 2

Spells Prepared/Known
1st:
2nd:
3rd:

Spells Per Day
1st:
2nd:
3rd:


Class Features
Rage: In battle, you fight with primai ferocity. On your turn,
you can enter a rage as a bonus action. While raging, you gain the following benefits if you
aren't wearing heavy armor:
-You have advantage on Strength checks and Strength saving throws.
-When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
-You have resistance to bludgeoning, piercing, and slashing damage.
-If you are able to cast spells, you can't cast them or concentrate on them while raging.
-Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the
Barbarian table, you must finish a long rest before you can rage again.

Attack Workspace
Javelin: (30ft/120ft) +5 to hit / 1d6 +3
Maul: (5ft) +5 to hit / 2d6 +3







Items
Wealth
01 gp 00 sp 00 cp

Equipped
Maul (10 lbs)
Common Clothes (3 lbs)


Inventory

Javelin x4 (8 lbs)
Backpack X3 (15 lbs)
Spoiler (click to reveal)
Torches x10 (10 lbs)
Bedroll (7 lbs)
Mess Kit (1 lbs)
Tinderbox (1 lbs)
Rations (10 days worth) (20 lbs)
Waterskin (5 lbs)
Hemp Rope(50 ft) (10 lbs)
Blanket (3 lbs)


Total Weight: 90 lbs
Carrying Capacity: 510 lbs
Push/drag/lift: 1020 lbs[/q]
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4. Board Game: Paw Patrol Dog House Bingo Game [Average Rating:3.98 Unranked]
Michelle L
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Name: Mara Stormwind
Class: Fighter
Race: Half-Elf
Alignment: True Neutral
Background: Soldier (Infantry)
Deity: none
Size: Medium
Languages: Common, Elvish,

Renown: Fearless & Strong-Willed
Faction: The Lord's Alliance

Background, Appearance
Origin: Abandoned at a young age by high-elf parents when they found out she was a half-elf. After fending for herself for a while,an overly friendly and cheerful human couple took her in, but she held on to her gritty persona. Outwardly dark, cynical, and a little mysterious. She's forgotten what her blood-parents are like, and doesn't care to remember. Fiercely loyal to a few.

Personality Traits
I can stare down a hell hound without flinching.
I face problems head.on. A simple, direct solution is the best path to success.

Ideals
Live and Let Live: Ideals aren't worth killing over or going to war for.
Nation. My city, nation, or people are all that matter.

Bonds
Those who fight beside me are those worth dying for.

Flaws
I'd rather eat my armor than admit when I'm wrong.

Physical Characteristics
Age: 50
Gender: F
Height: 5'8"
Weight: 135
Eyes: Gold
Hair: Black & curly, gold streak
Skin: Medium (tanned)
Handedness: Left

Description here: Taller than average human female, medium complexion, dark curly hair with a gold streak, golden eyes. Some scars on arms, legs, torso, and a small one on her left cheekbone from living in the wild be herself as a child.

Statistics
General
Level: 1
XP: 0
HP: (Max=12) (Current=12)
AC: 13
Speed: 30 ft

Hit Dice: 1 d lO per fighter level

Initiative: +2 (DEX)
Proficiency: +2
Passive Perc: 11 (10+WIS)

Skills
(+4) -Acrobatics [Dex]
(+1) Animal Handling [Wis]
(-1) Arcana [Int]
(+5) -Athletics [Str]
(+0) Deception [Cha]
(-1) History [Int]
(+1) Insight [Wis]
(+5)/(+2) -Intimidation [Str]/[Cha]
(-1) Investigation [Int]
(+1) Medicine [Wis]
(-1) Nature [Int]
(+3) -Perception [Wis]
(+0) Performance [Cha]
(+0) Persuasion [Cha]
(-1) Religion [Int]
(+2) Sleight of Hand [Dex]
(+4) -Stealth [Dex]
(+3) -Survival [Wis]

Abilities Saves
STR 16 (+3) (+2)
DEX 15 (+2) (+0)
CON 14 (+2) (+2)
INT 8 (-1) (+0)
WIS 12 (+1) (+0)
CHA 10 (+0) (+0)

Proficiencies
Save: Strength & Constitution
Tool: Playing Card Set, Land Vehicles
Weapon: Simple weapons, martial weapons
Armor: All armor, shields

Racial Traits, Background Features
DARKVISION. Thanks to your elfblood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
FEY ANCESTRY. Vou have advantage on saving throws against being charmed, and magic can't put you to sleep.

Class Features
TWO-WEAPON FIGHTING: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

SECOND WIND: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to l d 10 + your fighter level. Once you use this feature, you must finish a short or
long rest before you can use it again.


Attack Workspace
Weapon 1: Scimitar (melee) +5 to hit/ 1d6 +3
Weapon 2: Longbow (150/600) +4 to hit/ 1d8 +2
Weapon 3: Hand Axe (20/60) +5 to hit/ 1d6 +3
Weapon 4: Dagger (20/60) +4 to hit/ 1d4 +2

Items
Wealth
22 gp 00 sp 00 cp

Equipped
Scimitar (3 lbs)
Scimitar (3 lbs)
Leather Armor (10 lbs)

Inventory

20 Longbow Arrows (1 lb)
20 Longbow (2 lbs)
2 Hand Axes (4 lbs)
Dagger (1 lbs)
Crowbar (5 lbs)
Hammer (3 lbs)
10 Pitons (2.5 lbs)
10 Torches (10 lbs)
Tinder Box (1 lbs)
10 Days of Rations (20 lbs)
Water Skin (5 lbs)
50 ft Hemp Rope (10 lbs)
Backpack (5 lbs)
Infantry Insignia (? lbs)
Deck of Cards (0 lbs)
Common Clothes (3 lbs)



Total Weight: 72.5 lbs
Carrying Capacity: 240 lbs
Push/drag/lift: 480 lbs
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5. RPG Item: Sonic the Hedgehog, an Unofficial RPG [Average Rating:7.00 Unranked]
Granite Maul
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Name: Sacrifice
Class: Bard
Race: Deep Gnome (Svirfneblin)
Alignment: Chaotic Good
Background: He is chosen to be the sacrifice to Zulrah, but Zezima intervenes and asks High Priestess Zul-Harcinqa to be the sacrifice instead. Harcinqa allows Zezima to become the sacrifice. Upon arriving at the sacrificial island Zezima takes down Zulrah giving the sacrifice freedom. He thanks the Zezima for defeating the giant snake and starts on a quest to become as cool as Zezima.
Deity: Saradomin
Size: 3 ft
Languages: Common, Gnomish, You can speak, read, and write Undercommon

Renown: The Zhentarim


Background, Appearance
Origin:

Personality Traits
Greedy but likes to share.
One for you. One for me.
Two for you. One , Two for me.
Three for you. One , Two, Three for me.

Ideals
Get Rich Quick

Bonds
Running away is the best offense

Flaws
I enjoy "borrowing" things from everyone indefinitely.

Physical Characteristics
Age: 70
Gender: Apache Attack Helicopter
Height: 3 ft
Weight: 90 lbs
Eyes: Black
Hair: ? Always covered with pointy hat.
Skin: Pale
Handedness: Ambidextrous


Statistics
General
Level: 1.0
XP: 0.0
HP: (Max=8) (Current=8)
AC: 14
Speed: 25

Hit Dice: 1d8


Initiative: +3 (DEX)
Proficiency: +2
Passive Perc: 11(10+WIS)

Skills
(+3) Acrobatics [Dex]
(+1) Animal Handling [Wis]
(+1) Arcana [Int]
(-1) Athletics [Str]
(+4) Deception [Cha]
(+1) History [Int]
(+1) Insight [Wis]
(-1)/(+2) Intimidation [Str]/[Cha]
(+1) Investigation [Int]
(+1) Medicine [Wis]
(+1) Nature [Int]
(+1) Perception [Wis]
(+2) Performance [Cha]
(+4) Persuasion [Cha]
(+1) Religion [Int]
(+3) Sleight of Hand [Dex]
(+5) Stealth [Dex]
(+1) Survival [Wis]


Abilities Saves
STR 8 (-1) (-1)
DEX 16 (+3) (+5)
CON 10 (+0) (+0)
INT 12 (+1) (+1)
WIS 13 (+1) (+1)
CHA 15 (+2) (+4)


Proficiencies
Save: Dexterity, Charisma
Tool: 3 musical
Weapon: Simple Weapons, hand crossbows,longswords,rapier,shortswords
Armor: Light Armor
Other:

Racial Traits, Background Features
Superior Darkvision: Your darkvision has a radius of 120 feet.
Stone Camouflage: You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Svirfneblin Magic: You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast Nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast these spells when you finish a long rest..



Spellcasting Workspace
Spell Save DC: 14 (8 + 2 + 4)
Spell Attack Modifier: +6 (2 + 4)

Cantrips Known: Mage hand, Minor Illusions

Spells Prepared/Known
1st:
(P)Tasha's Hideous Laughter
(p)Sleep
Cure Wounds
Identify


Spells Per Day
1st: 2



Class Features
Feature 1:

Attack Workspace
rapier: (rangeft) +to hit / 1d8 +Y
Dagger: (rangeft) +to hit / 1d4 +Y







Items
Wealth
XX gp XX sp XX cp

Equipped

Leather armor (10 lbs)


Inventory


Dagger (1 lb)
a flute
backpack (?? lbs)
Spoiler (click to reveal)

bedroll,
2 costumes,
5 candles,
5 days of rations,
a water skin,
a disguise kit


Total Weight: XX lbs
Carrying Capacity: 120 lbs
Push/drag/lift: 240 lbs
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6. RPG Item: How to Play a Great Cleric [Average Rating:0.00 Unranked]
Drey Star
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----- Dreyhealon -----




Name: Dreyhealon
Class: Cleric
Race: Half Elf/ Half Human
Alignment: Neutral Good
Background: Seeker of Knowledge
Deity: Silver Flame
Size: Medium
Languages: Common, Elvish, Draconin

Renown: Order of Gauntlet


Background, Appearance
Origin: Born half-human in an Elvish community he was shunned and he hid himself in the library and grew a love for knowledge. Over time he read everything and choose to leave to learn more through adventure.

Personality Traits
Impatient - Things he wishes to work on.
Loves to read and will do most anything to acquire new books/scrolls

Ideals
Truth is buried in Knowledge and will free us.

Bonds
Does not like to see people suffer.

Flaws
Must get hands on books he has not seen or read yet

Physical Characteristics
Age: 70
Gender: other
Height: Medium
Weight: not-obese
Eyes: blue/green
Hair: white
Skin: pale
Handedness: ambidextrous




Statistics
General
Level: 1.0
XP: 0.0
HP: (Max=8) (Current=8)
AC: 15 Scalemail + Shield
Speed: 30

Hit Dice: 1d8


Initiative: -1 (DEX)
Proficiency: +2
Passive Perc: 15 (10+ wis + proficientcy)

Skills
(-1) Acrobatics [Dex]
(+3) Animal Handling [Wis]
(+4) Arcana [Int]
(-1) Athletics [Str]
(+1) Deception [Cha]
(+2) History [Int]
(+5) Insight [Wis]
(-1)/(+1) Intimidation [Str]/[Cha]
(+2) Investigation [Int]
(+5) Medicine [Wis]
(+2) Nature [Int]
(+5) Perception [Wis]
(+1) Performance [Cha]
(+1) Persuasion [Cha]
(+2) Religion [Int]
(-1) Sleight of Hand [Dex]
(-1) Stealth [Dex]
(+3) Survival [Wis]


Abilities Saves
STR 8 (-1) (-1)
DEX 8 (-1) (-1)
CON 15 (+2) (+2)
INT 14 (+2) (+2)
WIS 16 (+3) (+5)
CHA 12 (+1) (+3)


Proficiencies
Save: Wisdom, Charisma
Tool: None
Weapon: Simple Weapons
Armor: Light Armor, medium armor, shields
Other:

Racial Traits, Background Features
DARKVISION: Thanks to your elfblood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.


Spellcasting Workspace
Spell Save DC: 13 (8 + 2 + 3)
Spell Attack Modifier: +5 (Proficiency + 3)

Cantrips Known: Sacred flame, Spare the dying, Thaumaturgy, Light

Spells Prepared/Known
1st:
Bane
Bless
Command(p)
Create or Destroy water
Cure Wounds (p)
Detect Evil or Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word(p)
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Burning hands
Faerie fire (p)


Spells Per Day
1st: 2



Class Features
Feature 1: Wardin Flame: When yo are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that cannot be blinded is immune to this. Can be used once per day of Wisdom modifier.

Attack Workspace
Mace: (rangeft) +to hit / 1d6 +Y
Dagger: (rangeft) +to hit / 1d4 +Y







Items
Wealth
XX gp XX sp XX cp

Equipped

Emblem of the Silver Flame Sun burned into my Palm
Shield (6 lbs)
Scale mail (45 lbs)


Inventory


Dagger (1 lb)
Mace (5 lbs)
Backpack? (?? lbs)
Spoiler (click to reveal)

blanket,
10 candles,
a tinderbox,
an alms box,
2 blocks of incense,
a censer,
vestment,
2 day of rations,
waterskin


Total Weight: XX lbs
Carrying Capacity: 120 lbs
Push/drag/lift: 240 lbs
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7. RPG: Planet Mercenary [Average Rating:9.75 Unranked]
Andrew
United States
Texas
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Name: ???
Class: ???
Race: Aarakocra
Background: ???
Alignment: ???
Deity: ???
Size: Medium
Languages: ???

Background: Far Traveler
I have different assumptions from those around me concerning personal space.

I begin or end my day with small traditional rituals that are unfamiliar to those around me.

Suspicious. I must be careful, for I have no way of telling friend from foe here.

My freedom is my most precious possession. I'll never let anyone take it from me again.

I pretend not to understand the local language in order to avoid interactions I would rather not have.

Physical Characteristics
Age: ???
Gender: ???
Height: 5'2"
Weight: ???

Physical Description: Gray, black, and white feathers.

AC: 14
HP: 10
Level: 1
XP: 0
Speed: 25, flying 50
Initiative: +3
Hit Dice: 1d8
Proficiency Bonus: +2

Abilities: Score/Mod
STR 08 (-1)
DEX 16 (+3)
CON 14 (+2)
INT 12 (+1)
WIS 16 (+3)
CHA 08 (-1)

Proficiencies:
(+5) Acrobatics [Dex]
(+3) Animal Handling [Wis]
(+1) Arcana [Int]
(-1) Athletics [Str]
(-1) Deception [Cha]
(+1) History [Int]
(+5) Insight [Wis]
(-1) Intimidation [Cha]
(+3) Investigation [Int]
(+3) Medicine [Wis]
(+1) Nature [Int]
(+7) Perception [Wis]
(-1) Performance [Cha]
(-1) Persuasion [Cha]
(+1) Religion [Int]
(+5) Sleight of Hand [Dex]
(+7) Stealth [Dex]
(+3) Survival [Wis]

Save Proficiencies: Dex, Int
Tool Proficiencies: Thieves' Tools
Weapon Proficiencies: Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
Armor Proficiencies: Light Armor
Other Proficiencies:

Attack Workspace
Rapier: + 5 / 1d8+3
Shortbow: (80/320) + 5 / 1d6+3

Skills

Class Features & Racial Traits: Talons, Flight, Sneak Attack, Thieves' Cant

Equipment: Rapier, Shortbow
Armor: Leather
Shield: None
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8. Genre: Fantasy
David
msg tools
----- Fent -----

Name: Fent Applebloom
Class: Wizard
Race: Firbolg
Alignment: Neutral
Background: Sage
Deity: Azuth
Size: Medium
Languages: Common, Elvish, Giant, Sylvan, Draconic

Renown: Harpers


Background, Appearance
Origin:
Fent's family were part of a large number of refugees welcomed- somewhat begrudgingly- to the Elven city of Ifsetalos. Fent was taken in by Ilrune Askana, a conjurer of some repute, and despite some prejudice eventually became a respected member of the arcane community in Ifsetalos. One day, Ilrune asked him to join a project along with several of her other former pupils and her peers in a promising, grand project... and it was then, at the beginning of his career, that his life fell apart.

One after another, the other mages and scholars Ilrune had contacted disappeared. Letters went unanswered, homes and workplaces were found suddenly empty, and none left a hint as to where they'd gone, or what had happened to them. Xolia Ephidel, Ilrune's most prized student, Bramimon Vana, one of her most respected peers, and Ilrune herself vanished without a trace. Finally, only two were left- Fent, and another pupil, Kieron Ryllem. Fent dedicated himself to investigating the disappearance, spending years traveling to homes, questioning family, gathering what little evidence he could find... so far, in vain.

Personality Traits
For good or ill, I'm always direct.
I’m willing to listen to every side of an argument before I make my own judgment.

Ideals
Knowledge. The path to power and self-improvement is through knowledge.

Bonds
I’ve been searching my whole life for the answer to a certain question.

Flaws
I struggle to hide my irritation with people I don't like.

Physical Characteristics
Age: 78
Gender: Male
Height: 7' 2"
Weight: 420
Eyes: Brown
Hair: Brown
Skin: Gray with a hint of blue
Handedness: Right


A huge, scruffy-looking man with hard eyes and a huge nose, even for a firbolg, and a short beard. Typically has his familiar perched on his shoulder in the form of a snowy owl.

Statistics
General
Level: 1
XP: 0
HP: (Max=8) (Current=8)
AC: 11 (w/ Mage Armor: 14)
Speed: 30ft

Hit Dice:1d6


Initiative: +1
Proficiency: +2
Passive Perc: 10

Skills

(+2) Athletics [Str]

(+1) Acrobatics [Dex]
(+3) Sleight of Hand [Dex]*
(+1) Stealth [Dex]

(+4) Arcana [Int]*
(+2) History [Int]
(+4) Investigation [Int]*
(+2) Nature [Int]
(+2) Religion [Int]

(+0) Perception [Wis]
(+0) Insight [Wis]
(+0) Medicine [Wis]
(+0) Survival [Wis]
(+2) Animal Handling [Wis]*

(-1) Deception [Cha]
(-1) Persuasion [Cha]
(-1) Intimidation [Cha]
(-1) Performance [Cha]


Abilities Saves
STR 14 (+2) (+2)
DEX 12 (+1) (+1)
CON 15 (+2) (+2)
INT 14 (+2) (+4)*
WIS 10 (+0) (+2)*
CHA 8 (-1) (-1)


Proficiencies
Save: Wis, Int
Tool:
Weapon: Daggers, darts, slings, quarterstaffs, light crossbow
Armor: None
Other:

Racial Traits, Background Features
Firbolg Magic: Cast Detect Magic and Disguise Self once per short rest. Casting disguise self in this way allows you to appear up to 3 feet shorter.
Hidden Step: As a bonus action, turn Invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once per short rest.
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Spellcasting Workspace
Spell Save DC: 12 (8 + Proficiency + INT)
Spell Attack Modifier: +4 (Proficiency + INT)

Cantrips Known: Prestidigitation, Dancing Lights, Fire Bolt

Spells Known / Prepared
1st: Shield, Fog Cloud, Identify, Mage Armor, Sleep, Find Familiar
2nd:
3rd:

Spells Per Day
1st: 2
2nd:
3rd:


Class Features
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.


Attack Workspace
Quarterstaff: (5ft) +4 / 1d8 +2






Items
Wealth
0 gp 0 sp 0 cp

Equipped
Quarterstaff (4 lbs)

Inventory

Clothes (3 lbs)
Component Pouch (2 lbs)
Small Knife

Backpack (5 lbs)
Spoiler (click to reveal)

Book (5 lbs)
Ink, 1oz
Ink Pen
Parchment, 10 sheets


Total Weight: 22 lbs
Carrying Capacity: 420 lbs
Push/drag/lift: 840 lbs
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