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bhu

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Character Sheet Thread
« on: April 23, 2010, 03:22:51 PM »
Link to your character sheet and backstory or repost here for easy reference please.

VennDygrem

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Re: Character Sheet Thread
« Reply #1 on: April 23, 2010, 03:54:46 PM »
Alcy Méliès, CG Ghaele Eladrin (Freed Outsider) - Alcy has long lived the life common to Ghaele; that of vigilante evil-vanquishing, traveling the planes with a squad of fellow Ghaele to slay fiends, unmake the undead, what-have-you. Though often stoic, she's no stranger to alternative, even reckless, tactics. Though often stubborn or cold to strangers, she often fluctuates into a somewhat ditzy or obsessive mood, particularly while in the company of anything she considers to be especially cute.

[spoiler]Alcy Méliès
[spoiler][/spoiler]
F CG Freed Ghaele Eladrin, Level 5 (ECL 6), Init +6, HP 48/48, Speed 60
AC 15, Touch 11, Flat-footed 13, (+2 Dex, +4 Natural, -1 Misc)
Fort +5, Ref +6, Will +7, Base Attack Bonus 5
Abilities Str 16, Dex 14, Con 18, Int 10, Wis 17, Cha 14
Background: As a Ghaele Eladrin, Alcy has long traveled the planes as part of a Ghaele squad of evil-vanquishers- slaying fiends, unmaking the undead, et cetera. However, she typically has to make frequent trips to her home plane of Arborea, in order to deposit her findings (basically, anything that she considers cute that has no discernible owner, or whose owner has come to a fortunate, or unfortunate, end during her travels).[/spoiler]

Sir Richard Bigsley III, also just known as 'Bigsley' - Former Wizard, current Awakened Iron Golem, and fully either crazy or senile.

Stats:
[spoiler]Bigsley
Male? N Awakened Iron Golem, Level 7, Init +6, HP 57/57, DR 7/adamantine, Speed 30
AC 27 (+5 Armor, +2 Dex, -1 Size, +12 Natural, -1 Misc), Touch 10, Flat-footed 24,
Fort +3, Ref +5, Will +5,
Base Attack Bonus 5   
Slam x2 (one of which is +1): +13//+12 (3d6+(13//12), 20/x2)
Siege Crossbow (capable of Ranged Sunder, 10x 7-bolt Repeating cartridges) (7/7 | 70 total): +6 (3d8, 19-20/x2)
+1 Longsword (combined weapon) +13 (2d6+9, 19-20/x2)
+1 Chain Shirt of Silent Moves (combined armor)
Abilities Str 26, Dex 14, Con -, Int 14, Wis 14, Cha 9
[/spoiler]

Background:
[spoiler]Bigsley used to be a notable wizard in his day (Full name of Sir Richard Bigsley III), but that was a long time ago. As an elderly mage, he eventually came to research methods of extending his life or to gain immortality so that he could continue contributing to the advancement of the arcane arts, rather than for personal power or glory. His research was exhaustive, and exhausting. One day his apprentice had had enough research for the day, and waited until the afternoon when Sir Richard had dozed off. The apprentice pulled a prank over on his boss, but this practical joke involved performing a ritual from one of the texts the wizard had just translated. Upon completion of the ritual, Richard awoke to find himself in the body of an Iron Golem rather than his own, which had been crushed under the weight of the summoned golem's body.

A bit grumpy, Bigsley stepped on his apprentice and stumbled out of his lab, finding a mysterious trail of prunes. Unable to eat them but curious nonetheless, Bigsley followed the trail out of his laboratory and into a large, dark box several counties away, which then shut behind him. The former wizard's mind wandered for a while, and eventually the lights came back. He couldn't tell where he was, though he had enough trouble doing that in a day-to-day capacity as it was. He found that he was wearing a pink piggy mask and a big pink bow around his neck, and saw a fairly large banner reading "Welcome, Pigsley!" This got Bigsley fairly upset, and so the former mage stormed out of the room, causing no small amount of damage as he did.

A stranger in a strange land, Bigsley decided to go by his surname given his new form, and while wandering for quite some time, promptly forgot what was going on. Searching for his lab, he eventually came across an appropriate-looking building, and decided to rummage around for his personal effects. As it turned out, they weren't his, and this wasn't his lab. Or so the little men told him... Rather than get sent to jail (as he'd likely break out anyway), the Sheriff delivered an ultimatum: Get a job, you punk.[/spoiler]
« Last Edit: October 22, 2011, 03:47:44 AM by VennDygrem »

RobbyPants

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Re: Character Sheet Thread
« Reply #2 on: April 23, 2010, 04:23:34 PM »
Here's the Mythweavers sheet.


Here's a BBCode version, just in case MW goes down:
[spoiler]Mustave the Magnificent (or Motherfuckin Mustave)

Halfling Rogue 3/Beguiler 2/Jester* 2    (22,319 XP)
CN Medium Humanoid (Halfling)
Init: +4; Senses: Listen + 5, Spot + 4
Languages: Common, Halfling, Elven, Goblin
_____________________________________________________________

AC: 19, touch 14, flat-footed 15 (+1(size) +4(dex) +5(armor) -1(flaw))
hp: 29 (6d6 + 1d4 + 12 - 6(trait))  fast heal: - regeneration: - DR: -
Immune: -
Resist: - SR: - Other: +2 morale bonus on saving throws against fear
Fort: +5, Ref: +9, Will: +8
(+1 racial and +1 resistance bonus on all saving throws, figured in)
_____________________________________________________________

Speed: 30ft.
Melee: +1 Dagger; +3, 1d3 19-20/x2 Piercing/Slashing
Ranged (Thrown:) Flask/pie; +10 touch, 1d6 20/x2 Acid
Ranged (Thrown:) +1 Returning Dagger; +11, 1d3 19-20/x2 Piercing/Slashing
Ranged (Thrown:) Dagger; +10, 1d3-1 19-20/x2 Piercing/Slashing
Ranged: +1 Light Crossbow; +10, 1d6+1 19-20/x2 Piercing
Space: 5ft.; Reach: 5ft.
Base Atk: +4; Grp: -2
Atk Options: Sneak Attack +3d6
Special Actions: Trapfinding
_____________________________________________________________

Abilities: Str 8, Dex 19, Con 14, Int 14, Wis 8, Cha 12
SQ: Armored Mage(light), Evasion, Uncanny Dodge, Trap Sense +1
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Quick Draw, Two Weapon Fighting, Silent Spell
Flaws: Noncombatant, Vulnerable
Traits: Quick, Skinny
Skills: Balance +15, Bluff +11, Climb +1, Concentration +9, Craft (Alchemy) +3, Craft (Cooking) +3, Diplomacy +3, Disable Device +3, Disguise (in character) +3, Escape Artist +10, Gather Information +3, Heal +1, Hide +9, Intimidate +3, Jump +8, Listen +5, Move Silently +7, Open Lock +5, Perform (Juggle) +9, Search +6, Sleight of Hand +10, Spellcraft +6, Spot +4, Tumble +16, Use Magic Device +11, Use Rope (bindings) +6

Racial Bonus: +2 to Climb, Jump, Listen, Move Silently   Size Bonus: +4 Hide
Skill Ranks: Balance 9, Bluff 10, Concentration 7, Craft (Alchemy) 1, Craft (Cooking) 1, Disable Device 1, Escape Artist 5, Gather Information 2, Hide 1, Jump 5, Listen 4, Move Silently 1, Open Lock 1, Perform (Juggle) 8, Search 4, Sleight of Hand 4, Spellcraft 4, Spot 5, Tumble 10, Use Magic Device 10
Skill Synergies: Diplomacy (Bluff), Disguise to stay in character (Bluff), Intimidate (Bluff), Sleight of Hand (Bluff), Use Rope for bindings (Escape Artist), Tumble (Jump), Balance (Tumble), Jump (Tumble), Spellcraft for scrolls (Use Magic Device)

_____________________________________________________________

 
Possessions:

Dagger +1  (1/2 lb)
Dagger +1 Returning x2 *
Light crossbow +1 (2 lb)
Mithril Shirt +1 (5 lb)
Bandoleer of Holding x2 (1 lb ea)
Heward's Handy Haversack (2.5 lb)
Cloak of Resistance +1 (1/2 lb)
Healing Belt (1 lb ?)


8 bolts (1/2 lb)
Daggers x 4 *
Acid Vial x 37 *

Scroll of Grease x10 **
Sovereign Glue **

Spell component pouch (1 lb)

Flint & Steel **
Torch x 4 **
Sunrod **
Backpack **
small sack **

Map of sewer **

* In bandoleer (no weight)
** In haversack (no weight)


Money:
350 gp


Weight of gear: 15 lb

_____________________________________________________________


Spells: Beguiler 2 (Caster Level 2)

Spells per day (bonus):  0 6,  1 6(+1),  2 3(+1)

Spells Known:
0:
Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic

1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm

2: Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Midirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Tasha's Hideous Laughter*, Touch of Idiocy, Vertigo, Whelming Blast

*Expanded Knowledge

_____________________________________________________________

Weapon and Armor Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, and short sword.  Light armor.

Sneak Attack (Ex):Trapfinding (Ex):Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.


Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.



Armored Mage (Ex): A beguiler does not suffer arcane spell failure when wearing light armor.  This only applies to beguiler spells, and not spells from another class.



Cloaked Casting (Ex): You gain a +1 bonus to the spell's DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC.



Surprise Casting (Ex): You may feint when casting a spell next to an adjacent opponent (or attack).  You must cast the spell on or before your next turn.



Expanded Knowldege (Ex): Learn Enchantment spells from the Sorcere/ Wizard list:
  - Tahsa's Hideous Laughter


Carrying Capacity(Light): 19.5 lbs



* Jester is a modified PrC based on the Unseen Seer that focues on Enchantment instead of Divination.[/spoiler]


Backstory:
[spoiler]Mustave grew up in a halfling village.  He was a bit of a trouble maker, but not so much as to really stand out from the other boys.  Like all halflings, he liked playing games involving throwing rocks.  He later developed juggling, and turned these two into skills throwing and juggling knives and fire.  He tried his hand at entertainment at the local pubs with varying degrees of success.  Finally, he figured he could do better at a bigger city.

Since, he's been traveling from city to city, trying to make some money at the taverns.  He's usually fairly well accepted.  During his travels, he started dabbling in different fields, such as alchemy, cooking, and even magic.  None of them really stuck, but he did remember enough to be mildly competent at any of them.  Plus, the combination of alchemy and cooking allow him to make pies with acid in them; a wonderful prank for someone who needs more than their chair pulled out from under them.

Mustave has actually become a mildly competent fighter just from traveling from town to town.  He doesn't really like toe-to-toe combat, but stays on the fringe throwing thing and casting the occasional spell.  These fights caused him to try his hand at adventuring.  He seldom ever has a goal in mind during any excursion other than "go have some fun".  He'd tag along with a group of serious adventurers after some magical sword just to get a chance at some fun and excitement.  Mustave knows no fear in these types of dangerous situations.  Like everything else, he has a hard time taking it seriously.

All of these experiences have resulted in Mustave being a high strung individual who loves to have a good time.  It takes quite a bit to seriously provoke him to anger.  Many people who don't really know him describe him as unhinged, but people who know him say the best defense is to not take yourself too seriously around him.  Stuff tends to go a lot more smoothly that way.[/spoiler]

Short Description: Mustave is a trouble-making halfing jester with a love for acrobatics, juggling, throwing acid-pies and insults.  He also dabbles a bit in tricksy magic.
« Last Edit: May 06, 2011, 10:50:33 PM by RobbyPants »
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

Littha

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Re: Character Sheet Thread
« Reply #3 on: April 23, 2010, 04:36:17 PM »
Character Sheet

description
[spoiler]Cusic Redstar is a cheerful catgirl with almond-shaped, yellowy green eyes. She has neck-length, straight red hair with a white streak in it, worn in a straightforward style. Her skin is white, with white fur on her ears and tail. She has an hourglass figure.
[/spoiler]
and background
[spoiler]Cusic Redstar (She would like to be called Star but has no friends to call her such) lives in a small apartment in a big city, she is the only member of her race (other than passing merchants) within eighty miles of here and lives a fairly mundane life. For money she dances in the streets and occasionally fights in a nearby arena (without much success) and in her spare time she likes watching the stars.

The first thing she knows about her childhood is that she was abandoned at the foot of the cities temple to the local god of bards, Terpsichore and was raised for the first ten years of her life in the orphanage there whilst learning to dance and sing (though she has a terrible singing voice). Eventually she was taken in as an apprentice by a professional dance studio and adopted by the studios matron who chose her for her exotic looks as well as her natural dance skills.

Her adoptive mother was a harsh woman who had no time for playful kitty antics (unlike the bards at the temple) and this drove Cusic to frustration (along with having to wear a hat to hide her ears so as not to look odd while a backup dancer), so much so that after only four years she ran away from the school to live on her own (two years ago). The only thing she has from when she was abandoned is a bracelet made of blue rocks ("Its shiny and purdy") and she treasures this beyond everything else she has ever owned.

Having lived a fairly sheltered life Cusic is exceptionally naive about the workings of the world. She has picked up some street smarts during the two years she has lived on her own but her general reaction to just about anything is curiosity. Before joining in in the arena she used so sneak out of the studio to watch the fighters and spent a lot of her time trying to copy their moves though she lacks any real ability to concentrate and has as thus developed minor talents in magic, swordplay, sneaking about and utilizing her natural affinity for pouncing on people from high places.

She would like to one day meet with more of her own kind and idolizes them a fair bit or to meet her real mother. Other than that she is driven by a need to see and explore what she can (she often spends nights jumping across the city rooftops just to explore). Though she sometimes lacks motivation and will oftentimes miss important appointments because she was sat in the sun enjoying the warmth (she loves to be warm but is terrified of fire after an unfortunate mistake with an open oven when she was seven).[/spoiler]

Nanshork

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Re: Character Sheet Thread
« Reply #4 on: April 23, 2010, 05:19:07 PM »
Kintal Quickfang
[spoiler]
Name: Kintal Quickfang
Race: Tibbit   Align: CN    Size: S  
Age: 23    Hair: Calico   Eyes: Green
Height: 3'1"     Weight: 37 lbs.  

Classes: Cat Burglar 1/ Harrowed 5/ Phantom Cat 1
Variants: Tibbit Racial Substitution levels, Small Racial Substitution levels
XP Have: 21,000     Need: 28,000

Type: Monstrous Humanoid     Subtype: Shapeshifter
Speed: 20'

HD: 1d6 + 6d8 + 7
Max HP: 40
Current HP: 40

_______________________________________________________________________________
Ability Scores                  Saving Throws
   Score Mod    Temp Mod        Total = Base + Mod + Magic + Misc     Other
Str: 10   +0                 Fort: 2  =  1   +  1  +   0   +   0
Dex: 16   +3                 Ref:  6  =  3   +  3  +   0   +   0
Con: 12   +1                 Will: 4  =  5   -  1  +   0   +   0      +4 vs Mind-Effecting and Soul Displacing effects
Int: 14   +2                    Initiative
Wis:  8   -1                 Total = Dex + Misc
Cha: 15   +2                   3   =  3  +  0


Special: Darkvision 120'
_______________________________________________________________________________
Combat

      Total       Armor Shield Dex Size  Nat. Defl  Misc
AC :  19 = 15 +  0  +  0   +  3 + 1  +  0  +  0  + 0
Touch: 14    Flat-Footed: 15

        Total   Base Str Misc                Total  Base  Dex  Misc
Melee :  4  =  3  + 0  + 1        Ranged :  7  =  3  +  3  +  1

WEAPON           AB    DAM     CRIT     RNG   WGHT  SIZE  TYPE  PROPERTIES
2 Claws            +5    1d6+1    X2         -          -        -       S     +1 weapon, Tenebrous Touch can be channeled through both claws with one action
Bite                  +3    1d8+1    X2         -          -        -       P     +1 weapon, Deals +2d6 Electricity Damage, AB is calculated for full attack
Tail Slap           +3    1d8+1    X2         -          -        -       B     +1 weapon, AB is calculated for full attack
                                     ARMOR  CHECK    MAX  SPELL
ARMOR                  TYPE  BONUS  PENALTY  DEX  FAIL  SPEED  WGHT  PROPERTIES
Mithril Chain Shirt     L        +5         0          +6     -          -        

Special:
_______________________________________________________________________________
Abilities:

Languages
   Common
   Feline
   Elven
   Halfling
   Purr


Feats
   Improved Natural Attack: Bite (1)
   Jibba Jabba (1, Tibbit bonus)
   Improved Natural Attack: Claw (1, flaw)
   Multiattack (1, flaw)
   Dark Deal (3)
   Anonymous Kitty: Big Cat Form (6)


Flaws
   Beastly: You are vulnerable to the following list of spells that affect animals, as well as those which affect your own creature type: animal trance, calm animals, charm animal, dominate animal, hide from animals, hold animal. Additionally, you suffer a -2 penalty on all Charisma-based skill checks except Disguise, Handle Animal, and Use Magic Device. Anyone observing your mannerisms who possesses the wild empathy class ability can recognize this flaw immediately.
   Bestial Instinct: You suffer a -2 penalty to hit while using anything other than unarmed strikes or natural weapons.

Harrowings
  Hell-Born Butchery: A Harrowed that develops this Harrowing gains a bite as a secondary natural attack, dealing 1d8 + 1/2 strength modifier damage. Her bites also deal an additional 2d6 points of damage of the same type chosen for her Tenebrous Touch class feature, though it does not trigger the secondary effects.
  Lashing Tail: A Harrowed that develops this Harrowing gains a tail slap as a secondary natural attack; this tail slap deals 2d6 + 1/2 strength modifier bludgeoning damage.
  Hell-Born Savagery: A Harrowed that develops this Harrowing develops two primary claw attacks that deal 1d6 + strength modifier slashing damage. Whenever the Harrowed chooses to channel their Tenebrous Touch through melee attacks, she may choose to channel it through two separate claw attacks instead of a manufactured weapon (essentially allowing her to make two melee Tenebrous Touch attacks).

Unleash the Beast
  Pounce: You may perform a full attack when making a Charge, and gain a Bonus to damage rolls when making a Charge attack equal to your Charisma Modifier.

Other
   Proficient with all simple weapons plus Sap and Garrott
   Proficient with light armor
   Darkvision 120'
   Feline Empathy: As Wild Empathy at +4 but only against felines, no penalty against magical beasts
   Cat Powah: Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his Natural Weapons in Kitty Form.
  The Monster Within
  Tenebrous Touch: Sky's Rage (Kintal's Tenebrous Touch is a standard action ranged touch attack with a 60' maximum range that deals 3d6 points of damage, half of which is electricity and half of which stems directly from unholy power and is not subject to resistance of any kind. The Tenebrous Touch is accompanied by an incredible flash of lightning, forcing all those within five feet of the victim to succeed at a fortitude save (DC 14) or be partially blinded; all of their attacks suffer a 20% miss chance for one round per class level.)
  Two-World Eyes (Darkvision is doubled)
  Death Sight: When Kintal sees a corpse, no matter how old it is, he can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than five days, she may converse with it as though using speak with dead as a cleric of level 5. Kintal may only use this ability once on any given corpse.  Kintal may also use this ability to determine if a being or corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving, if so.)
  Tenebrous Mantle:Unleash the Beast: When in kitty form the beast is in control, when not Kintal is in control.


SKILLS                   Max Ranks(10)  CC Max Ranks(5)

                       Key     Skill Ability       Misc
CC Name               Ability   Mod   Mod   Ranks  Mod
   Bluff                Cha      5  =  2  +   4   -  2
   Balance              Dex      7  =  3  +   4   +
   Escape Artist        Dex      9  =  3  +   4   +  2
   Hide                 Dex     12  =  3  +   5   +  4
   Intimidate           Cha      8  =  2  +   6   +
   Jump                 Str      7  =  0  +   5   +  2
   Knowledge: Arcana    Int      6  =  2  +   4   +
   Knowledge: Nature    Int      6  =  2  +   4   +
   Knowledge: Religion  Int      6  =  2  +   4   +
   Listen               Wis      4  = -1  +   5   +
   Move Silently        Dex      8  =  3  +   5   +
   Spot                 Wis      6  = -1  +   5   +  2
   Survival             Wis      5  = -1  +   6   +
   Tumble               Dex      8  =  3  +   5   +  
   Use Magic Device     Cha     12  =  2  +  10   +

 
_______________________________________________________________________________
Equipment

Mundane Gear


Magical Gear
Collar of Holding/ Natural Attack +1 (Claw, Bite, Tail Slap)/ Armor (Mithral Shirt +1)
Cute Widdle Bowsies

Valuables
650gp.

[/spoiler]

Background:
[spoiler]
     Kintal Quickfang is a tibbit who wishes he was born a cat.  As soon as he was capable of controlling his innate abilities, Kintal would only assume humanoid form when absolutely neccessary.  This means that at an early age he attracted the notice of a local Cat Burglar guild, and they adopted him as one of their own.  He quickly learned to focus on improving his innate abilities, leaning to become more powerful as a cat and to even talk as one, removing the need to ever assume a humanoid form again.
     Kintal is more animal than anything else, functioning off of instinct and intuition over forethought and analysis.  However, his inner "beast" is a cat, so he's naturally too curious for his own good and will investigate anything that looks remotely interesting.  

[/spoiler]


Tiny Cat Form
[spoiler]
Tiny
Hit Dice: 1d6 + 6d8 + 7
Hit Points: 40/40
Initiative: +5
Speed: 20'
Armor Class: 22 Touch: 17 Flat-footed: 17
Base Attack/Grapple: +4/ -6
Attack: Claw +5 (1d4-1) or Bite +5 (1d6-1+2d6 Electric) or Tail Slap +5 (1d8-1)
Full Attack: 2 Claws +5 (1d4-1) and Bite +3 (1d6-1+2d6 Electric) and Tail Slap +3 (1d6-1)
Space/Reach: 2.5', 0'
Special Qualities: Darkvision 120', Low-light vision, Scent
Saves: Fort: +1, Reflex: +8, Will: +5 (+4 vs Mind-Effecting and Soul Displacing effects)
Abilities: Str:  6  Dex: 20  Con: 12  Int: 14  Wis: 8  Cha: 14
Skills: Bluff: +5, Balance: +9, Escape Artist: +11, Hide: +18 (+4 in tall grass), Intimidate: +8, Jump: +5, Knowledge (Arcana): +6, Knowledge (Nature): +6, Knowledge (Religion): +6, Listen: +4, Move Silently: +10, Spot: +6, Survival: +5, Tumble: +10, Use Magic Device: +12
Feats: Improved Natural Attack: Bite, Jibba Jabba, Improved Natural Attack: Claw, Multiattack, Dark Deal, Anonymous Kitty: Big Cat Form

Equipment: Collar of Holding/ Natural Attack +1 (Claw, Bite, Tail Slap)/ Armor (Mithral Shirt +1), Cute Widdle Bowsies

  Tenebrous Touch: Sky's Rage (Kintal's Tenebrous Touch is a standard action ranged touch attack with a 60' maximum range that deals 3d6 points of damage, half of which is electricity and half of which stems directly from unholy power and is not subject to resistance of any kind. The Tenebrous Touch is accompanied by an incredible flash of lightning, forcing all those within five feet of the victim to succeed at a fortitude save (DC 14) or be partially blinded; all of their attacks suffer a 20% miss chance for one round per class level.)

  Death Sight: When Kintal sees a corpse, no matter how old it is, he can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than five days, she may converse with it as though using speak with dead as a cleric of level 5. Kintal may only use this ability once on any given corpse.  Kintal may also use this ability to determine if a being or corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving, if so.

  Tenebrous Mantle:Pounce: Kintal may perform a full attack when making a Charge, and gain a Bonus to damage rolls when making a Charge attack equal to his Charisma Modifier (2).
[/spoiler]

Big Cat Form (Always active unless otherwise stated)
[spoiler]
Small
Hit Dice: 1d6 + 6d8 + 7
Hit Points: 40/40
Initiative: +3
Speed: 20'
Armor Class: 22 Touch: 17 Flat-footed: 17
Base Attack/Grapple: +4/ +0
Attack: Claw +6 (1d6+1) or Bite +6 (1d8+1+2d6 Electric) or Tail Slap +6 (1d8+1)
Full Attack: 2 Claws +6 (1d6+1) and Bite +4 (1d8+1+2d6 Electric) and Tail Slap +4 (1d8+1)
Space/Reach: 2.5', 0'
Special Qualities: Darkvision 120', Low-light vision, Scent
Saves: Fort: +1, Reflex: +6, Will: +5 (+4 vs Mind-Effecting and Soul Displacing effects)
Abilities: Str: 10  Dex: 16  Con: 12  Int: 14  Wis: 8  Cha: 14
Skills: Bluff: +5, Balance: +7, Escape Artist: +9, Hide: +12 (+4 in tall grass), Intimidate: +8, Jump: +7, Knowledge (Arcana): +6, Knowledge (Nature): +6, Knowledge (Religion): +6, Listen: +4, Move Silently: +8, Spot: +6, Survival: +5, Tumble: +8, Use Magic Device: +12
Feats: Improved Natural Attack: Bite, Jibba Jabba, Improved Natural Attack: Claw, Multiattack, Dark Deal, Anonymous Kitty: Big Cat Form

Equipment: Collar of Holding/ Natural Attack +1 (Claw, Bite, Tail Slap)/ Armor (Mithral Shirt +1), Cute Widdle Bowsies

    Tenebrous Touch: Sky's Rage (Kintal's Tenebrous Touch is a standard action ranged touch attack with a 60' maximum range that deals 3d6 points of damage, half of which is electricity and half of which stems directly from unholy power and is not subject to resistance of any kind. The Tenebrous Touch is accompanied by an incredible flash of lightning, forcing all those within five feet of the victim to succeed at a fortitude save (DC 14) or be partially blinded; all of their attacks suffer a 20% miss chance for one round per class level.)

  Death Sight: When Kintal sees a corpse, no matter how old it is, he can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than five days, she may converse with it as though using speak with dead as a cleric of level 5. Kintal may only use this ability once on any given corpse.  Kintal may also use this ability to determine if a being or corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving, if so.)

  Tenebrous Mantle:Pounce: Kintal may perform a full attack when making a Charge, and gain a Bonus to damage rolls when making a Charge attack equal to his Charisma Modifier (2).
[/spoiler]


Magic items (for reference)
[spoiler]
Collar of Holding/Natural Attack +1 (Claw, Bite, Tail Slap)/ Armor (Mithril Shirt +1) - Armor counts as +2 armor

Cute Widdle Bowsies - can select one worn item per point of charisma modifier (2). These items remain on you when you switch to Kitty form, and in the case of magic items still function. (attached to collar)

Ring of Humankind

Catnip Mousie - 3/day gain CL5 haste, standard action activation

Hairball Grenade (7) - 1 use item.  Swift action activation, CL3 Cloud of Bewilderment effect (30' range, 10' cube, lasts 3 rounds, Fort DC 17, no SR, nauseates creature in the clod for as long as they are in the cloud and for 1d4+1 rounds after it leaves.  Any creature that succeeds on its save but remains in the cloud must continue to save each round on Kintal's turn.  The cloud obscures sight including darkvision, providing concealment to creatures within the area or against attacks made through the cloud)
[/spoiler]
« Last Edit: October 28, 2011, 05:05:07 AM by Nanshork »
My babies - A thread of random builds I've come up with over the years.
Notes to self

Sir Shadow

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Re: Character Sheet Thread
« Reply #5 on: April 23, 2010, 05:29:41 PM »
Bartholomeow Bitterleaf
[spoiler]
Bartholomeow was born with the rest of his siblings under a house owned by a crazy lad. A crazy cat lady to be specific. Hundreds of cats lived in and around the house, and all were awakened.

At first, Bartholomeow was like any other kitten: curious, loving, adorable, but over time he began to show a mean streak a county wide. While he never did anything to his fellow cats, he had a particular nasty habit of terrorizing the human population of the nearby village. When he began to show a talent for magic, his parents saw it as the perfect opportunity to ship him off to school where he would hopefully be straightened out--but not before teaching him the secrets of Cat Burglary. So, under the guise of being human, Bartholomeow left his family to never return.

Though Warthog's School of Spellbooks and Sorcery was everything he could ever have dreamed of, he couldn't help but notice the plethora of pets (or familiars rather)--cats in particular. What disturbed him even more was the apparent lack of respect and, at times, outright cruelty displayed toward the feline companions. This seeming racism only drove him deeper into his hatred of humanity.

When the time came to chose what area he would specialize in, necromancy was the natural choice, but it wasn't as easy following that dark path as one might think. Despite his skill, Bartholomeow was really never taken seriously for the simple fact that he was so cute! Who ever heard of a cute male necromancer? It seemed that there was only a precedent for appealing females in the realm of necromancy while all men had to have some form of physical deformity that would provide the social awkwardness and jealousy that would drive them along the path.

But Bartholomeow didn't care, he was evil and he knew it! "Screw the rules, I'm evil and I know it!" He would cackle before unleashing unholy magic against his dueling partners, although it was usually followed by "Stop laughing!"

Yet, before his plans of national domination (you have to start small, no pun intended) could come to fruition, a professor demonstrating a Gate spell lost control and Bartholomeow was pulled through into a strange plane he had never heard of. Even more shocking was the fact that the Gate was gone and there was no egress from this place. [/spoiler]

Ruam

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Re: Character Sheet Thread
« Reply #6 on: April 23, 2010, 06:42:09 PM »
Bill

Crunch
[spoiler]

Noble Platypi Druid 5
True Neutral Small Monstrous Humanoid
Init: +3 (dex + improved initiative) Senses: Darkvision 60ft, Blindsense 30ft in water
Languages: Common, Furry, Druidic
Level adjustment: +1
XP:17864
Height:3'1'' Weight: 45 pounds
Age: 26
_____________________________________________________________

AC: 14 = 10 - 1 (dex) +1 (size) + 4 Armour
hp:30 = 24 (6d8) + 6
Immune: -
Resist: - SR: - Other: -
Saves: (Base + mod .+ misc.) Fort: + 5 (4+1), Ref: +0 (1 - 1), Will: +7 (4+3)

_____________________________________________________________

Speed: 20ft, Swin 20ft, Burrow 5ft
Melee: Spur 1d3 + Str mod
Space: 5ft.; Reach: 5ft.
Base Atk Bonus: +4
Special Actions: Poison (Ex): Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Helpless due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks).
_____________________________________________________________

Abilities: Str 12, Dex 8, Con 12, Int 10, Wis 19 (16 base + advancement + 2 Item), Cha 10
SQ:Feats: Improved Initiative, Extend Spell
Racial Bonus: +2 Str, -2 Wis and Int
Skills (ranks + mod + misc.): Concentration 6 (5+1), Craft (), Diplomacy 1, Handle Animal 3, Heal 4 (1+3), Hide (0-1+4) Knowledge (nature) 7 (5+2), Listen (2+3), Profession (), Ride (2+0), Spellcraft , Spot +3), Survival (1+3+2+2), Swim 9 (0+1+8)
Skill Synergies: Survival (Know. (Nature)),
_____________________________________________________________
 
Possessions:
_____________________________________________________________

Spells: Druid 5

Spells per day (bonus):  0: 5 1: 4 (1) 2: 3 (1) 3: 2 (1)

Hold Breath (Ex): The Platypi can Hold it's breath for (8 times Constitution Modifier) rounds before it risks drowning or suffocation.

Carnivore (Ex): Platypi are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.

Poison (Ex):[/b] Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Helpless due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks).

Blindsense (Ex): Platypi can sense all living beings within 30' while underwater as if they had Blindsight.

Platypi have a Primary Spur Attack doing 1d3 plus their Strength Modifier.

Platypi receive a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

Weapon and Armor Proficiency: Weapon and Armor Proficiency:Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor.

Spontaneous Casting:Chaotic, Evil, Good, and Lawful Spells:Bonus Languages:Animal Companion (Ex):Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex):Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail
in natural surroundings and cannot be tracked. She may choose to
leave a trail if so desired.

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).

Wild Shape (Su):Carrying Capacity:Mama, what is that strange thing?



He looks like a beaver and a duck at the same time...
« Last Edit: June 18, 2010, 08:16:16 PM by Ruam »

jojolagger

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Re: Character Sheet Thread
« Reply #7 on: April 24, 2010, 12:10:21 PM »
Ceusharath

Ceusharath is a young (for a kalashtar) telepath who wants to get back as soon as possible so he can help on the summit road. However He will still be vigilant as the inspired could be here too.

More when I have time to type up the backstory I have planned out.

Also, Lord Zandak Marhana Iriestina Torgar Grahorn Fruben Milltall the Third, King of Gems (#FDD017 for speech color)
« Last Edit: August 30, 2011, 03:51:13 AM by jojolagger »
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]

Radmelon

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Re: Character Sheet Thread
« Reply #8 on: April 24, 2010, 04:43:28 PM »
I think I figured out mythweavers.
Weapon Proficiencies (Ex): Spiked chain, quarterstaff, longsword, dagger, blowgun, longbow, scythe, annulat.
« Last Edit: June 06, 2010, 04:11:49 PM by Radmelon »

solara

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Re: Character Sheet Thread
« Reply #9 on: April 24, 2010, 07:48:52 PM »
My character, on Myth-Weavers: Savorel


Flay Crimsonwind

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Re: Character Sheet Thread
« Reply #10 on: April 25, 2010, 04:31:44 AM »
Zachary Magen, Unfortunate Samurai
[spoiler][/spoiler]

History
[spoiler]Zachary Magen was not from his Lord's country by birth; he came there with his family at age five. Though there are only the barest of common references of his date of birth, his mother stated, as does his supposed birth certificate, indicate he was born in the six month of the year 1569. His father was a messenger, who had moved his family to the more populous country in the hopes that he might receive more work, and higher paying clients, with which to support his family. Zachary rode with him on a few jobs, and on one such job his father was robbed on the highway and beaten. Angered as his father was humiliated, he immediately went, alone, to the localized police and demanded that action be taken. He was laughed out of the building, and chased away as a nuisance, and swore from that day forward to learn a skill that could being him strength enough to demand justice.

His heart pure, he was accepted into a sword dojo, though as he was poor, he was expected to work there to earn his lessons, and soon he was so often in training or working that spent almost no time at all at his home. At age seven, he was at all shoden and chuden techniques, and was working on his okuden-level proficiency in Kogen Itt?-ry?. At age eleven (a number he hates; it's ridiculous, it's not even funny), mastered in all okuden in his dojo, and the second-seat student, he was passed up for the role of personal retainer in the local lord's force (thus he hates the number eleven). In order to gain a spot for his lord, he decided the best way would be to challenge retainers lawfully, showing his superiority, and thus he fought, by sheer coincidence, eleven retainers new and established under the lord. He won them, and for looking like a systematical threat, he was imprisoned for eleven days (see, it's not even funny, just ridiculous) before his trial. After (angrily) accepting his fate, and showing nothing but serenity during his imprisonment, he was finally tried, and found to be both loyal and sane (although irritable), and was finally brought on as a retainer, given the nickname Irebun no Magen (Magen the Eleven), which would often be a source of teasing and bickering amongst his peers as it irritated him so.

After eleven years of service, and completely unchallenging, boring peace, an assassination attempt was successful on his daimyo while he was standing guard, and as such he was blamed for the killing. Restricted to his room, he met with a deal, presented by a Karasu Tengu, wherein he gives his services in exchange for a chance to redeem himself. His goal is to reclaim his honor, return to his world, and proceed with a vengeance against those that wronged him. And he can't even decide where to start, so this looks like a perfectly reasonable way. Slapped on the head with the sword, he wakes up with a migraine and a new adventure...

He takes himself very seriously, and thus does he utterly despise the world he finds himself in, and hope to leave it as quickly as possible.[/spoiler]
« Last Edit: May 25, 2010, 04:13:47 AM by Flay Crimsonwind »

konner09

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Re: Character Sheet Thread
« Reply #11 on: May 24, 2010, 10:46:24 PM »
Joseph the magical ooze
[spoiler]http://www.myth-weavers.com/sheetview.php?sheetid=210052[/spoiler]

he got tricked by the jester to come with promises of pie and cake
 :pie
« Last Edit: May 24, 2010, 10:50:13 PM by konner09 »
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

I became insane, with long intervals of horrible sanity. - edgar allen poe

Monotremeancer

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Re: Character Sheet Thread
« Reply #12 on: October 13, 2010, 06:47:19 PM »
Bill

Crunch
[spoiler]

Noble Platypi Druid 6
True Neutral Small Monstrous Humanoid
Init: +3 (dex + improved initiative) Senses: Darkvision 60ft, Blindsense 30ft in water
Languages: Common, Furry, Druidic
Level adjustment: +1
XP:22819
Height:3'1'' Weight: 45 pounds
Age: 26
_____________________________________________________________

AC: 14 = 10 - 1 (dex) +1 (size) + 4 Armour
hp:30 = 24 (6d8) + 6
Immune: -
Resist: - SR: - Other: -
Saves: (Base + mod .+ misc.) Fort: + 6 (5+1), Ref: +1 (2 - 1), Will: +9 (5+4)

_____________________________________________________________

Speed: 20ft, Swin 20ft, Burrow 5ft
Melee: Spur 1d3 + Str mod
Space: 5ft.; Reach: 5ft.
Base Atk Bonus: +4
Special Actions: Poison (Ex): Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Helpless due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks).
_____________________________________________________________

Abilities: Str 12, Dex 8, Con 12, Int 10, Wis 19 (16 base + advancement + 2 Item), Cha 10
SQ:Feats: Improved Initiative, Extend Spell, Natural Spell
Racial Bonus: +2 Str, -2 Wis and Int
Skills (ranks + mod + misc.): Concentration 9 (8+1), Craft (), Diplomacy 1, Handle Animal 3, Heal 4 (1+3), Hide (0-1+4) Knowledge (nature) 8 (6+2), Listen (2+4), Profession (), Ride (2+0), Spellcraft , Spot +3), Survival (1+3+2+2), Swim 9 (0+1+8)
Skill Synergies: Survival (Know. (Nature)),
_____________________________________________________________
 
Possessions:
_____________________________________________________________

Spells: Druid 5

Spells per day (bonus):  0: 5 1: 4 (1) 2: 4 (1) 3: 3 (1)

Hold Breath (Ex): The Platypi can Hold it's breath for (8 times Constitution Modifier) rounds before it risks drowning or suffocation.

Carnivore (Ex): Platypi are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.

Poison (Ex):[/b] Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Helpless due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks).

Blindsense (Ex): Platypi can sense all living beings within 30' while underwater as if they had Blindsight.

Platypi have a Primary Spur Attack doing 1d3 plus their Strength Modifier.

Platypi receive a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

Weapon and Armor Proficiency: Weapon and Armor Proficiency:Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor.

Spontaneous Casting:Chaotic, Evil, Good, and Lawful Spells:Bonus Languages:Animal Companion (Ex):Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex):Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail
in natural surroundings and cannot be tracked. She may choose to
leave a trail if so desired.

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).

Wild Shape (2/day) (Su):Carrying Capacity:Mama, what is that strange thing?



He looks like a beaver and a duck at the same time...
Plant Growth (Overgrowth), Call Lightning[/spoiler]
« Last Edit: July 09, 2011, 01:09:00 PM by Monotremeancer »
Who cares for realism when you can be awesome?