Exploring the Halls of Arden Vul: sample-charsheet-sylvari
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Name[edit]
Short description saying something about your character
- Alignment Level Class (Class Title)
- Alignment Goal: (as stated on the Alignment graphic)
- XP: 2000/X
- Traits:
- Secondary Skill:
- Languages: Archontean
Attributes[edit]
- Strength 15 (+1)
- Intelligence
- Wisdom
- Dexterity
- Constitution
- Charisma
Conflict[edit]
- HP:
- AC: (Unarmored AC: )
- Initiative Bonus:
- Bonus to reaction rolls:
- Movement:
Attacks/round: 1
Max Cleaves: 2
Weapons:
- weapon, attack value, damage, notes
- weapon2, attack value, damage, notes
Saving Throws[edit]
- Death/poison:
- Magic wands:
- Paralysis/Petrification:
- Breath Attacks:
- Spells/rods/staves:
Racial Abilities[edit]
- detect secret doors when actively searching, 2-in-6 chance
- infravision 60'
- immunity to ghoul paralysis
- listening at doors, 2-in-6 chance of hearing noises
Class Abilities - Druid[edit]
- divine magic as Druid (holy symbol, disfavour, magical research, spellcasting, using magic items)
- Identification - can identify all plants and animals and can discern pure water
- Path-finding - parties traveling with a sylvari have only a 1-in-6 chance of getting lost in woodlands
- Pass without Trace - From L3, can pass through natural environments without leaving any tracks. The character may also move through overgrown areas at normal speed and without impediment.
- Charm Immunity - From L7, are immune to the charms of fairies and Sylvan creatures
Class Abilities - Ranger[edit]
- Awareness - only surprised on a roll of '1'
- Foraging and hunting - a party with a sylvari succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance
- Pursuit - when the sylvari's party pursuing an opposing group in wilderness, the chance of evasion is reduced by 10%
- Stealth - in the wilderness, a sylvari has a 3-in-6 chance of hiding, and a 3-in-6 chance of moving silently
- Tracking - can identify and follow tracks
- Limited possessions - a sylvari may only keep wealth and possessions that can be kept on their person or mount. Excess must be donated to worthy causes (not other PCs!).
Exploration Abilities[edit]
- Climb sheer surfaces:
- Find/remove treasure traps:
- Hear noise:
- Hide in shadows:
- Move silently:
- Open locks:
- Pick pockets:
Spells[edit]
- Spells/day: L1 X/X | L2 Y/Y | L3 Z/Z
Spells memorized
- L1:
- L2:
- L3:
Spells Known:
- L1:
- L2:
- L3:
Equipment[edit]
Encumbrance:
Worn:
- X
- Y
Held:
- A
- B
Backpack:
- Q
- R
Stashed (where):
- V
- W
Wealth:
- Coinpurse:
- Factor (which factor):
Hired Help[edit]
Retainers:
- X
Mercenaries:
- Y
Specialists:
- Z