Editing Exploring the Halls of Arden Vul: sample-charsheet-sylvari

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[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]
 
[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]
  
==Name==
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==Celonar Kilvanir==
Short description saying something about your character
 
  
*Alignment Level Class (Class Title)
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Standing at 6'4" with a slender yet wiry and strong build Celonar epitomizes the look of the Sylvari. His appearance really favors no gender but unlike most of his kind who are handsome he is heavily scarred about the face and neck from burns received as a child making him less-than-pleasant to behold. Due to this he wears a hooded cloak to keep his features obscured but his bronze-tinted skin and green hair give him away as a Sylvari.
*Alignment Goal: (as stated on the Alignment graphic)
 
*XP: 2000/X
 
  
*Traits:
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Celonar's mentor, Kilvanir, had left the forests of Irthuin on a mission that he implied was important but shared the details with none. He has not been heard from in some time and Celonar owes it to his mentor to try and find him and see if he is OK. He knows he is as yet a novice and needs much more seasoning before being able to set-off on his own and hearing talk of the Halls of Arden Vul he made his way to the human lands to seek his fortune and experience there, travelling from the rare trade caravan that passes through the Sylvari lands. He hopes to connect with some others of similar interest as banding together for common purpose is safer than going it alone...
*Secondary Skill:
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*Languages: Archontean
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*Neutral Level 1 Sylvari (Druid/Ranger)
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*Alignment Goal: Correct an Imbalance
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*XP: 2000/4000 (+5%)
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*Traits: Merciful & Moody
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*Secondary Skill: Bowyer/Fletcher
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*Languages: Archontean, Sylvan, + 1 slot left open
  
 
===Attributes===
 
===Attributes===
*Strength 15 (+1)
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*Strength 13 (+1)
*Intelligence
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*Intelligence 14 (+1)
*Wisdom
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*Wisdom 9 (+0)
*Dexterity
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*Dexterity 15 (+1)
*Constitution
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*Constitution 15 (+1)
*Charisma  
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*Charisma 8 (-1)
  
 
===Conflict===
 
===Conflict===
*HP:
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*HP: 7
*AC: (Unarmored AC: )
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*AC: 13 (Unarmored AC: 11)
*Initiative Bonus:  
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*Initiative Bonus: +1
*Bonus to reaction rolls:
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*Bonus to reaction rolls: -1
*Movement:
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*Movement: 120'(40')
  
 
Attacks/round: 1<br>
 
Attacks/round: 1<br>
Max Cleaves: 2
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Max Cleaves: 1
  
 
Weapons:
 
Weapons:
*weapon, attack value, damage, notes
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*Short Bow, +1, d6, 5'-50'/100'/150'
*weapon2, attack value, damage, notes
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*Sword, +1, 1d8+1
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*Dagger, +1 (+1 thrown), d4+1 (d4 thrown), 5'-10'/20'/30'
  
 
===Saving Throws===
 
===Saving Throws===
*Death/poison:
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*Death/poison: 12
*Magic wands:
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*Magic wands: 13
*Paralysis/Petrification:
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*Paralysis/Petrification: 13
*Breath Attacks:
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*Breath Attacks: 15
*Spells/rods/staves:
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*Spells/rods/staves: 15
  
 
===Racial Abilities===
 
===Racial Abilities===
*detect secret doors when actively searching, 2-in-6 chance
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*Detect hidden/secret doors when actively searching, 2-in-6 chance
*infravision 60'
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*Infravision 60'
*immunity to ghoul paralysis
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*Immunity to ghoul paralysis
*listening at doors, 2-in-6 chance of hearing noises
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*Listening at doors, 2-in-6 chance of hearing noises
  
 
===Class Abilities - Druid===
 
===Class Abilities - Druid===
*divine magic as Druid (holy symbol, disfavour, magical research, spellcasting, using magic items)
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*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
 
*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
 
*Path-finding - parties traveling with a sylvari have only a 1-in-6 chance of getting lost in woodlands
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*Tracking - can identify and follow tracks
 
*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!).
 
*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===
 
*Climb sheer surfaces:
 
*Find/remove treasure traps:
 
*Hear noise:
 
*Hide in shadows:
 
*Move silently:
 
*Open locks:
 
*Pick pockets:
 
  
 
===Spells===
 
===Spells===
*Spells/day: L1 X/X | L2 Y/Y | L3 Z/Z
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*Spells/day: L1 1/1 | L2 -/- | L3 -/-
  
 
Spells memorized
 
Spells memorized
*L1:
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*L1: Faerie Fire
*L2:
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*L2: -
*L3:
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*L3: -
 
 
Spells Known:
 
*L1:
 
*L2:
 
*L3:
 
  
 
===Equipment===
 
===Equipment===
Encumbrance:
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Encumbrance: 384 cn
  
 
Worn:
 
Worn:
*X
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*Leather Armor (200 cn)
*Y
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*Backpack (80 cn)
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*Dagger (10 cn)
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*Shortbow (30 cn)
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*Quiver w. 20 arrows
 
Held:
 
Held:
*A
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*Sword (60 cn)
*B
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*Torch
 
Backpack:
 
Backpack:
*Q
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*Bedroll
*R
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*Hammer (small)
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*Iron Spikes (12)
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*Iron Rations (7 days)
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*Rope 50'
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*Sack (small)
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*Tinderbox
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*Torches (11)
 
Stashed (where):
 
Stashed (where):
*V
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*Waterskin (across shoulders)
*W
 
 
Wealth:
 
Wealth:
*Coinpurse:
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*Coinpurse: 4 gp
*Factor (which factor):
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*Factor (which factor): N/A
  
 
===Hired Help===
 
===Hired Help===
 
Retainers:
 
Retainers:
*X
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*N/A
 
Mercenaries:
 
Mercenaries:
*Y
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*N/A
 
Specialists:
 
Specialists:
*Z
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*N/A
  
 
==Notes==
 
==Notes==

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