Author Topic: Character Sheets:  (Read 8049 times)

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Generic_PC

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Character Sheets:
« on: June 20, 2010, 09:29:01 PM »
I'd like you all to post either your character in a spoiler or the link to the character here. As well, the following information

Name:
Age:
Gender:
And in spoiler tags, (A paragraph or so is fine, but more is appreciated.)
Appearance:
Personality:
History:
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Mister_Sinister

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Re: Character Sheets:
« Reply #1 on: June 21, 2010, 01:20:59 AM »
Name: Asher
Age: 25
Gender: Male
Appearance:[spoiler]Asher is a tall man, well-built, with white hair. Although he wears a mask, gloves and all-covering black armour seemingly all the time, his skin is also milk-white, and the eyes under his mask are red, like blood. His spoken voice is quiet and flat-affected, showing very little emotion, even in times of great stress. He seems almost casual about death and pain in his speech, and often keeps a knife around, which he uses in his prayers to Vecna.[/spoiler]
Personality:[spoiler]Asher can be best described as quiet and unassuming. He is willing to work with others, but has little but contempt for most people he does not consider his equals (which is almost no-one). He is callous and extremely detached, but is far from anti-social if required. His devotion to Vecna is firm and internal, but not fanatical. It is rare for Asher to display any emotion rather than contempt openly, and even in the heat of battle, he remains calm and composed as he swings his weapon at the face of his enemy.[/spoiler]
History:[spoiler]Asher was born in the small, superstitious village of Sharra, where any oddities of nature, or otherwise, were not well-regarded. As he was born an albino, the villagers were convinced that he was a demon, and decided to abandon him in the woods nearby. He would have died there, were he not found by his future master, a adventurer by the name of Eruth, who heard the child crying and decided to find it. For reasons never explained to Asher, Eruth took him in as his apprentice, and trained him for many years.

Eruth was certainly not a kind master, and Asher was frequently beaten and mistreated. However, Asher found solace in one of the books he was taught to read by, which was a collection of works by Nasgath Demerus, a cleric of Vecna. Seeing the thought patterns of a servant of the Lord of Secrets convinced Asher that he must bide his time, gather his strength and become strong and eternal, like the undead.

Time passed, and Asher grew into a man. He had already been a worshipper of Vecna for many years now, and Vecna began to grant his prayers with power. Thanks to a vision, Asher was able to find an old relic, which appeared to be a withered finger, which he immediately put in a small box and wore around his neck. It was this very thing that caused him to get into the last altercation he would have with Eruth.

Eruth, seeing Asher with the box around his neck, demanded to know what it was and where it came from. When Asher didn't tell him, Eruth reached for his staff, which Asher interpreted as a deadly threat. Wasting no time, Asher reached for a knife and slashed Eruth across the eyes, blinding him. As he rolled around on the floor yelling, Asher spat in his face, took what few magical trinkets Eruth kept from his adventuring days, packed up his things and left, speaking a quiet prayer to Vecna for the fortuitous location of the knife, his favoured weapon.

Later that night, Asher returned to the village, killing all its inhabitants and setting it ablaze. From that day forward, he became a wanderer in service to Vecna, seeking to find his place in his church and in the world. In honour of Vecna, Asher always wears a mask, usually of a terrifying motif.[/spoiler]

Teh Sheet
[spoiler]Asher
Cleric of Vecna 2
LE Medium humanoid (human)
Init +0; Senses Listen +2, Spot +2
Languages Common, Infernal
_____________________________________________________________

AC 20, touch 12, flat-footed 20 (+6 armour, +2 shield, +2 deflection)
hp 14 (2d8+2)
Fort +4, Ref +0, Will +5
_____________________________________________________________

Speed 30ft. (6 squares), 20ft in armour
Melee morningstar +3 (1d8+2 bludgeoning and piercing, 20/x2)
Melee +3 touch
Ranged javelin +2 (1d6+2, 20/x2, 30ft increment)
Ranged +2 touch
Base Atk +1; Grp +2
Atk Options rebuke undead (12/day, all spent), spells
_____________________________________________________________

Cleric Spells Prepared (CL 2nd)
Domains:bless, deathwatch (domain), divine favour (persisted), shield of faithcreate water, detect magic, detect poison, purify food and drink
_____________________________________________________________

Abilities Str 12, Dex 10, Con 12, Int 12, Wis 15, Cha 16
Feats Extend SpellB, Extra TurningB, Divine Metamagic (Persistent Spell)HB, Persistent Spell1st
Skills Concentration +6, Knowledge (religion) +6, Knowledge (the planes) +6, Spellcraft +6
Possessions backpack, banded mail, bedroll, belt pouch x2, cleric's vestments, crowbar, dagger x2, flint and steel, heavy steel shield, javelin x 10, least crystal of illumination, mask, morningstar, reliquary holy symbol, restful crystal, sack, silk rope (50ft), scroll of lesser vigor x3, trail rations (4 days' worth), waterskin x2, winter blanket, 6gp 3sp
_____________________________________________________________

Background: Asher was born in the small, superstitious village of Sharra, where any oddities of nature, or otherwise, were not well-regarded. As he was born an albino, the villagers were convinced that he was a demon, and decided to abandon him in the woods nearby. He would have died there, were he not found by his future master, a adventurer by the name of Eruth, who heard the child crying and decided to find it. For reasons never explained to Asher, Eruth took him in as his apprentice, and trained him for many years.

Eruth was certainly not a kind master, and Asher was frequently beaten and mistreated. However, Asher found solace in one of the books he was taught to read by, which was a collection of works by Nasgath Demerus, a cleric of Vecna. Seeing the thought patterns of a servant of the Lord of Secrets convinced Asher that he must bide his time, gather his strength and become strong and eternal, like the undead.

Time passed, and Asher grew into a man. He had already been a worshipper of Vecna for many years now, and Vecna began to grant his prayers with power. Thanks to a vision, Asher was able to find an old relic, which appeared to be a withered finger, which he immediately put in a small box and wore around his neck. It was this very thing that caused him to get into the last altercation he would have with Eruth.

Eruth, seeing Asher with the box around his neck, demanded to know what it was and where it came from. When Asher didn't tell him, Eruth reached for his staff, which Asher interpreted as a deadly threat. Wasting no time, Asher reached for a knife and slashed Eruth across the eyes, blinding him. As he rolled around on the floor yelling, Asher spat in his face, took what few magical trinkets Eruth kept from his adventuring days, packed up his things and left, speaking a quiet prayer to Vecna for the fortuitous location of the knife, his favoured weapon.

Later that night, Asher returned to the village, killing all its inhabitants and setting it ablaze. From that day forward, he became a wanderer in service to Vecna, seeking to find his place in his church and in the world. In honour of Vecna, Asher always wears a mask, usually of a terrifying motif.

Appearance: Asher is a tall man, well-built, with white hair. Although he wears a mask, gloves and all-covering black armour seemingly all the time, his skin is also milk-white, and the eyes under his mask are red, like blood. His spoken voice is quiet and flat-affected, showing very little emotion, even in times of great stress. He seems almost casual about death and pain in his speech, and often keeps a knife around, which he uses in his prayers to Vecna.

Personality: Asher can be best described as quiet and unassuming. He is willing to work with others, but has little but contempt for most people he does not consider his equals (which is almost no-one). He is callous and extremely detached, but is far from anti-social if required. His devotion to Vecna is firm and internal, but not fanatical. It is rare for Asher to display any emotion rather than contempt openly, and even in the heat of battle, he remains calm and composed as he swings his weapon at the face of his enemy.
________________________________________________________________________________________________[/spoiler]

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Awkward Map

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Re: Character Sheets:
« Reply #2 on: June 21, 2010, 01:35:19 AM »
Name: Thymm
Age: 19
Gender: Male
Appearance:
[spoiler]
Thymm's face is unmarked by many scars of combat, since he is new to the trade of monster hunter.  His black hair falls around his face in the front and is gathered in the back into a bun.  There always seems to be a glint in his green eyes and the start of a smile at the corner of his mouth.  Thymm is very proud of his brown and green camouflaged cloak that looks just like his teacher's.  Beneath that he has on a chain shirt over a loose, brown leather shirt and leggings.
[/spoiler]
Personality:
[spoiler]
Cocksure and brash, especially when he's on the hunt and about to land his game.  He believes he's right about just about anything, claiming that he "heard it from an Elf."  Even when he's wrong, he picks up a new piece of information so he can't stay angry for long.  Thymm has a tendency to let his mouth run off on him.
[/spoiler]
History:
[spoiler]
Thymm spent his childhood hiding in bushes to brain rabbits when they hopped by because he is terrible with a bow.  In his village, hunting was considered the greatest of sports, except as noted he was not good at it.  An elf duskblade admired if nothing else his determination to sitting in shrubbery all day and showed him some magic.  After Thymm learned how to form the magical words he found he was awesome at electrocuting squirrels and even saved his village from a rabid wolf.  He spent a while stuffing the carcass, after which he left home.  He set out on his journey to save people from scary monsters and also make them into decorative pieces for his mantle.
[/spoiler]

VennDygrem

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Re: Character Sheets:
« Reply #3 on: June 21, 2010, 07:33:43 AM »
Meveri Rendren, Beguiler/Wizard

Name: Meveri Rendren
Age: 27
Gender: Female

Appearance:
[spoiler]

Standing at fairly average height, Meveri's physical stature is unremarkable. She is fairly attractive for a human, though she spends little time worrying about her appearance. After all, what is appearance when magic can simply change it at a whim?

Meveri wears little the way of protective gear. Her attire consists of a cloak, some loose-fitting robes, accented by somewhat more durable clothing made from layering silken cloth over leather over coarser cloths, and some sturdy gloves and boots, though this offers little real protection. She needs mobility, however, to cast the Wizard spells she knows, as everything about them seem so much more... exact, than the spells that seem to flow into her mind freely.[/spoiler]
Personality:
[spoiler]Meveri is dual-faceted. To most, she comes off as stern and even a bit cold at times. However, beneath this is a lively soul that relishes life and mystery, and even enjoys playing off the occasional trickery. Perhaps this is merely a defense mechanism, or maybe the facade of the stern mage was ingrained upon her during her arcane studies. Despite her history, she still sees good in most strangers, though she has learned to be more wary than she had been before.[/spoiler]
History:
[spoiler]Born into a noble family, Meveri Rendren led a priviliged youth. As a young girl, Meveri displayed a natural knack for the magical arts. Bright and inquisitive, she found it easy to weave illusions and bend others' will to get what she wanted, though she never used her gifts to bully or subjugate. As she got older, it became clear that she needed to be educated in the ways of the Arcane, and was sent off to the Pymnyk Academy for the Gifted. Already talented with illusion and enchantment magic, Meveri became fascinated with magic of the other schools, but particularly with that of transmutation. Foregoing study of the magic that came to her naturally, as well as the brutish school of evocation, Meveri threw herself into her studies, devouring the concepts that made a master transmuter. She graduated with a Mastery Commendation in Transmutation, much to the delight of her parents. The End.

Or so the story should have gone. In truth, Meveri was kidnapped at a young age, taken in by Doppelgangers. They had many aliases, but for much of the time they kept to their identity as Meveri's parents. They used magic to wipe Meveri's memories and implant new ones. The doppelgangers could sense that Meveri was special, and so they enrolled her in the Academy while they worked on their own schemes and machinations in private. She never knew that the games she would play in her youth were really training exercises, meant to increase her agility and cunning. In fact, they were training her so that she could breach the schools defenses, undetected as an intruder. As someone who was expected to be there, she had free reign, whereas the Doppelgangers' disguises or tricks would be seen-through. Perhaps they trained her too well, or perhaps they left her too much freedom by sending her to the school. As they attempted to exercise control over her in order to put their plan into motion, Meveri simply shrugged it off. Aware for the first time that something was amiss, but not aware of the details, Meveri fled, leaving for the mountains to find solitude from those she thought of as her parents.

In doing so, she ran into Dagnar Stonesplitter, who in fact was himself leaving the mountains. A Shaman by trade, he showed her the power of his people, their shamanistic magic, and she was once again as exhilarated as she was as a child, learning about new forms of magic. Seeing this meeting as divine providence, Meveri vowed to travel with Dagnar. However, in truth she made the decision primarily out of a need for survival, hoping not to be alone where the demons of her past could haunt her. Unsure of who she is and who her true parents are, Meveri forges on, hoping one day to find answers, and to be strong enough to face them should they be as dangerous as she suspects.[/spoiler]
« Last Edit: June 23, 2010, 03:42:17 PM by VennDygrem »

archangel.arcanis

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Re: Character Sheets:
« Reply #4 on: June 21, 2010, 11:16:01 AM »
Name: Dagnar Stonesplitterbuild progression, money tracking, & spell lists
Age:60
Gender:Male
And in spoiler tags, (A paragraph or so is fine, but more is appreciated.)
Appearance: 4'2", 156 lbs, Grey Eyes, Dark Brown Hair, Signet ring with a wedge going into a stone on right hand.
Personality: [spoiler]Dagnar is relatively laid back for a dwarf. He cares little for the extremes of alignment and feels he should be as the stone he reveres. This seemingly uncaring attitude doesn't make him cold or lacking a sense of humor however. When confronted about his party member's varying alignments he will make jokes about how if he killed one because of their morals he would have to kill another to balance it out and then another for some other reason and on and on so it isn't worth the hassle and will just keep them all.[/spoiler]
History:[spoiler]Dagnar is the 2nd son of a Thain from the Spine of the World Mountain range (Feel free to rename this to fit the game Generic_PC). His clan often worships the earth as consort or aspect of Obad-Hai, referring to it as Tera. This reverence of the earth has lead them, and Dagnar specifically, to a shamanistic style of religion. Dagnar had more of a talent for a shaman's magic than most and took on the "burden" of carrying the magic of his people. His strong personality is tempered by him taking his time to think through his course of action. He has learned to be patient and steady as the stones. Dagnar cares little for the extremes of philosophy, but doesn't see it as his place to enforce balance.

Dagnar left his clan shortly after reaching adulthood. He often had arguments with his elder brother, Tharn,  who would not heed his council even before their father's disappearance. During a battle with an invading Orc tribe Dagnar's father went missing, with no body to be found among the dead on the field the clan waited a month to crown Tharn. During this time Tharn rilled the entire clan and once crowned lead them into battle against the orc tribe to wipe them out. The battle didn't go well and Tharn blamed Dagnar's advice for the loss.

The contention between Tharn and Dagnar was leading to a split in the clan. Dagnar decided self exile was better than the civil war that would have broken out had he stayed. After sending out messages to some of the clan's allies Dagnar waited still and silent as a stone for one to offer him respite. Sadly none of their kin were willing to risk angering the clan's new leader. In the end Dagnar set out alone with no real destination.  Shortly after beginning his trek Dagnar ran into an old acquaintance, Meveri Rendren. Dagnar's clan had some profitable business dealings with Meveri's family several years before, during which the two had met. With the guidance of the ancestors bringing the two together in a time of loneliness for both, Dagnar couldn't do anything but share his fire and travel the lands until they had each found that bit of solace each had been looking for.[/spoiler]

« Last Edit: June 22, 2010, 10:44:03 AM by archangel.arcanis »
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Littha

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Re: Character Sheets:
« Reply #5 on: June 21, 2010, 11:53:56 PM »
Name: Amelia of the order of the Crystal Rose
Age: 23
Gender: Female

Appearance:
[spoiler]A short woman with pale blonde, nearly white hair cut into a short bob. She wears pale golden armour with a Ruby skull embedded into the back of the left gauntlet. She has unremarkable brown eyes and a pretty but not striking face with a couple of scars here and there that were obviously gained in a fight somewhere down the line.

She Carries with her a large sword whose blade is made from a deep red crystal, smoothed along the sides and with a cutting edge as sharp as crystal can be. It has obviously had a lot of craftsmanship put into it.  [/spoiler]

Personality:
[spoiler]Highly devoted to her goddess, Amelia spends much of her time reciting prayer under her breath while fighting or doing other work. She looks upon the Aspect of Wee Jas as goddess of magic most strongly though the association with death is increasingly fascinating to her too. As an agent of the red lady Amelia has taken on several mundane assignments hunting down those that would define grave sites or draw the souls under her lady's guard to the material unwillingly. [/spoiler]

History:
[spoiler]Born into a pious household Amelia spent her early days learning of the gods though she had a happy childhood she became obsessed with magic. Displaying no talent whatsoever for the arcane and inspired by the teaching of the red lady Amelia joined the church as a warrior, putting her training in the city watch to good use. Before long she developed a divine connection to Wee Jas and began to be able to call down the goddesses power to strengthen herself in battle.

She is estranged from her family now after she announced she would be joining the church rather than joining the local city watch as a permanent member as the rest of her family had for many generations.

Her martial might along with her divine powers has lead her to the lowest rank of the Ruby Knights of Wee Jas, not yet a true member but associated enough to be considered apart from the rest of the church. [/spoiler]
« Last Edit: June 21, 2010, 11:56:12 PM by Littha »