Difference between revisions of "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]]
  
==Celonar Kilvanir==
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==Name==
Description coming soon....
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Short description saying something about your character
  
*Neutral Level 1 Sylvari (Druid/Ranger)
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*Alignment Level Class (Class Title)
*Alignment Goal: Correct an Imbalance
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*Alignment Goal: (as stated on the Alignment graphic)
*XP: 2000/4000 (+5%)
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*XP: 2000/X
  
*Traits: Merciful & Moody
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*Traits:
*Secondary Skill: Bowyer/Fletcher
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*Secondary Skill:
*Languages: Archontean, Sylvan, + 1 slot left open
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*Languages: Archontean
  
 
===Attributes===
 
===Attributes===
*Strength 13 (+1)
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*Strength 15 (+1)
*Intelligence 14 (+1)
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*Intelligence
*Wisdom 9 (+0)
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*Wisdom
*Dexterity 15 (+1)
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*Dexterity
*Constitution 15 (+1)
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*Constitution
*Charisma 8 (-1)
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*Charisma  
  
 
===Conflict===
 
===Conflict===
*HP: 7
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*HP:
*AC: 13 (Unarmored AC: 11)
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*AC: (Unarmored AC: )
*Initiative Bonus: +1
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*Initiative Bonus:  
*Bonus to reaction rolls: -1
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*Bonus to reaction rolls:
*Movement: 120'(40')
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*Movement:
  
 
Attacks/round: 1<br>
 
Attacks/round: 1<br>
Max Cleaves: 1
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Max Cleaves: 2
  
 
Weapons:
 
Weapons:
*Short Bow, +1, d6, 5'-50'/100'/150'
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*weapon, attack value, damage, notes
*Sword, +1, 1d8+1
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*weapon2, attack value, damage, notes
*Dagger, +1 (+1 thrown), d4+1 (d4 thrown), 5'-10'/20'/30'
 
  
 
===Saving Throws===
 
===Saving Throws===
*Death/poison: 12
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*Death/poison:
*Magic wands: 13
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*Magic wands:
*Paralysis/Petrification: 13
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*Paralysis/Petrification:
*Breath Attacks: 15
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*Breath Attacks:
*Spells/rods/staves: 15
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*Spells/rods/staves:
  
 
===Racial Abilities===
 
===Racial Abilities===
*Detect hidden/secret doors when actively searching, 2-in-6 chance
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*detect 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===
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*Climb sheer surfaces:
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*Find/remove treasure traps:
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*Hear noise:
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*Hide in shadows:
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*Move silently:
 +
*Open locks:
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*Pick pockets:
  
 
===Spells===
 
===Spells===
*Spells/day: L1 1/1 | L2 -/- | L3 -/-
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*Spells/day: L1 X/X | L2 Y/Y | L3 Z/Z
  
 
Spells memorized
 
Spells memorized
*L1: Faerie Fire
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*L1:
*L2: -
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*L2:
*L3: -
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*L3:
 +
 
 +
Spells Known:
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*L1:
 +
*L2:
 +
*L3:
  
 
===Equipment===
 
===Equipment===
Encumbrance: 384 cn
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Encumbrance:
  
 
Worn:
 
Worn:
*Leather Armor (200 cn)
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*X
*Backpack (80 cn)
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*Y
*Dagger (10 cn)
 
*Shortbow (30 cn)
 
*Quiver w. 20 arrows
 
 
Held:
 
Held:
*Sword (60 cn)
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*A
*Torch
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*B
 
Backpack:
 
Backpack:
*Bedroll
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*Q
*Hammer (small)
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*R
*Iron Spikes (12)
 
*Iron Rations (7 days)
 
*Rope 50'
 
*Sack (small)
 
*Tinderbox
 
*Torches (11)
 
 
Stashed (where):
 
Stashed (where):
*Waterskin (across shoulders)
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*V
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*W
 
Wealth:
 
Wealth:
*Coinpurse: 4 gp
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*Coinpurse:
*Factor (which factor): N/A
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*Factor (which factor):
  
 
===Hired Help===
 
===Hired Help===
 
Retainers:
 
Retainers:
*N/A
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*X
 
Mercenaries:
 
Mercenaries:
*N/A
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*Y
 
Specialists:
 
Specialists:
*N/A
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*Z
  
 
==Notes==
 
==Notes==

Latest revision as of 15:33, 16 September 2021

Back to main page

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

Notes[edit]