Difference between revisions of "Exploring the Halls of Arden Vul: sample-charsheet-sylvari"

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(Name)
(Name)
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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
+
Description coming soon....
  
*Alignment Level Class (Class Title)
+
*Neutral Level 1 Sylvari (Druid/Ranger)
*Alignment Goal: (as stated on the Alignment graphic)
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*Alignment Goal: Correct an Imbalance
*XP: 2000/X
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*XP: 2000/4000 (+5%)
  
*Traits:
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*Traits: Merciful & Moody
*Secondary Skill:
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*Secondary Skill: Bowyer/Fletcher
*Languages: Archontean
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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:
+
*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:
+
*Movement: 120'(40')
  
 
Attacks/round: 1<br>
 
Attacks/round: 1<br>
Max Cleaves: 2
+
Max Cleaves: 1
  
 
Weapons:
 
Weapons:
*weapon, attack value, damage, notes
+
*Short Bow, +1, d6, 5'-50'/100'/150'
*weapon2, attack value, damage, notes
+
*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)
+
*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
+
*Spells/day: L1 1/1 | L2 -/- | L3 -/-
  
 
Spells memorized
 
Spells memorized
*L1:
+
*L1: Faerie Fire
*L2:
+
*L2: -
*L3:
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*L3: -
 
 
Spells Known:
 
*L1:
 
*L2:
 
*L3:
 
  
 
===Equipment===
 
===Equipment===
Encumbrance:
+
Encumbrance: 384 cn
  
 
Worn:
 
Worn:
*X
+
*Leather Armor (200 cn)
*Y
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*Backpack (80 cn)
 +
*Dagger (10 cn)
 +
*Shortbow (30 cn)
 +
*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)
 +
*Iron Spikes (12)
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*Iron Rations (7 days)
 +
*Rope 50'
 +
*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
+
*N/A
 
Mercenaries:
 
Mercenaries:
*Y
+
*N/A
 
Specialists:
 
Specialists:
*Z
+
*N/A
  
 
==Notes==
 
==Notes==

Revision as of 19:37, 15 September 2021

Back to main page

Celonar Kilvanir

Description coming soon....

  • Neutral Level 1 Sylvari (Druid/Ranger)
  • Alignment Goal: Correct an Imbalance
  • XP: 2000/4000 (+5%)
  • Traits: Merciful & Moody
  • Secondary Skill: Bowyer/Fletcher
  • Languages: Archontean, Sylvan, + 1 slot left open

Attributes

  • Strength 13 (+1)
  • Intelligence 14 (+1)
  • Wisdom 9 (+0)
  • Dexterity 15 (+1)
  • Constitution 15 (+1)
  • Charisma 8 (-1)

Conflict

  • HP: 7
  • AC: 13 (Unarmored AC: 11)
  • Initiative Bonus: +1
  • Bonus to reaction rolls: -1
  • Movement: 120'(40')

Attacks/round: 1
Max Cleaves: 1

Weapons:

  • Short Bow, +1, d6, 5'-50'/100'/150'
  • Sword, +1, 1d8+1
  • Dagger, +1 (+1 thrown), d4+1 (d4 thrown), 5'-10'/20'/30'

Saving Throws

  • Death/poison: 12
  • Magic wands: 13
  • Paralysis/Petrification: 13
  • Breath Attacks: 15
  • Spells/rods/staves: 15

Racial Abilities

  • Detect hidden/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

  • 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

  • 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!).

Spells

  • Spells/day: L1 1/1 | L2 -/- | L3 -/-

Spells memorized

  • L1: Faerie Fire
  • L2: -
  • L3: -

Equipment

Encumbrance: 384 cn

Worn:

  • Leather Armor (200 cn)
  • Backpack (80 cn)
  • Dagger (10 cn)
  • Shortbow (30 cn)
  • Quiver w. 20 arrows

Held:

  • Sword (60 cn)
  • Torch

Backpack:

  • Bedroll
  • Hammer (small)
  • Iron Spikes (12)
  • Iron Rations (7 days)
  • Rope 50'
  • Sack (small)
  • Tinderbox
  • Torches (11)

Stashed (where):

  • Waterskin (across shoulders)

Wealth:

  • Coinpurse: 4 gp
  • Factor (which factor): N/A

Hired Help

Retainers:

  • N/A

Mercenaries:

  • N/A

Specialists:

  • N/A

Notes