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JustinCase

the magical equivalent to the number zero
I'll get my character finished as soon as I can spare some time!

How many spells can I put down in my spellbook for an enchanter?
 

TallIan

Explorer
All the die rolls are in the Build Data spoiler block at the bottom.


Uhtred Firebeard
Race: Male Dwarf
Alignment: Lawful Neutral
Height: 4' 4"
Weight: 152#
Eyes: Green
Hair: Black
Age: 55
Class: Fighter-1
Surprise: Normal
Movement: 6"
Initiative: +0
AC: 2 (Plate mail and shield)
Hit Points: 10/10
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
18/57
11
18
8
10
10
To Hit: +2 Damage: +3 Weight Allowed: 160 Open Door: 13 BB/LG: 25%
Reaction/Missile Adj: +0 AC Bonus: -0
HP Adj: +2(+4) System Shock Survival: 99% Resurrection Survival: 100%
Additional Languages: 1
Magic Saves Adj: 0 Bonus Spells: 0 Spell failure: 15%
Max # Henchmen: 4 Loyalty Adj: 0 Reaction Adj: 0

SAVING
THROWS


Priest-1
Adjustments

Totals
Paralyzation, Poison
& Death Magic


14
+4 vs Poison

14 (6 vs Poison)

Rod, Staff
& Wand


16
+4 racial

16 (12 vs mind affecting)
Petrification
& Polymorph


15


15

Breath
Weapon


17


17


Spells


17
+4 racial

17 (13 vs mind affecting)
+2 vs Mind Affecting effects

Weapon


Battle Axe
X-bow

THACO


18
20
Damage Vs
Small/Medium


1d8+4
1d4
Damage
Vs Large


1d8+4
1d6
Range
S/M/L


---
60/120/180
Attacks
per Round


3/2
1
FEATURES
RACE: DWARF
Languages Spoken: Common, Dwarven
Vision: 60 feet infravision
Underground Senses: Detect slopes: 5 in 6; Detect new construction: 5 in 6; Detect shifting/moving walls/floors/ceilings: 4 in 6; Detect stonework traps, pits, or dead falls: 3 in 6; Determine approximate depth underground: 3 in 6
Combat Training: +1 in melee vs orcs, half-orcs, goblins, and hobgoblins. Giants (ogres, trolls, ogre magi, giants and titan) are -4 to hit against dwarves.
Anti-magical Nature: +4 to saving throws vs poison, rods, staves, wands, and spells. 20% failure chance when using magic items not suited to class.

CLASS: FIGHTER
Level: 1 -- XP Earned: 0/2000 XP Bonus: +10%
Weapon Specialization: 3/2 attack with specialized weapon, +1 to hit, +2 damage

PROFICIENCIES:
# of Weapon Proficiencies: 4; Non-Proficiency Penalty: -2; Next Proficiency: Level 4
Weapon Specialization: Battle Axe
Weapon Proficiencies: Cross bow; AN OTHER
# of Non-Weapon Proficiencies: 3; Next Proficiency: Level 4
Proficiencies: Animal Handling; Stone Masonry; Rope Use

EQUIPMENT

Battle Axe
Plate Mail
Medium Shield (7 GP)
Light Crossbow (35 GP)
Bolts(40) (40 SP)
Grey tabbard, leather belt, leather hard boots, hose, gloves, (6 GP 15 SP)
Backpack
50' of rope
cooking kit (pot, ladle, herbs)
2 torches
8 pieces of chalk (1 sp, for all ten)
2 flasks of oil
1 changes of clothing (5 gp)
1 grappling hook
1 pair of shoes
3 wineskins (24 sp)
7 rations (3 GP)
a bedroll
a small tent​
Belt pouch, large (3 sp)
a knife
sewing kit (3 sewing needles and 3 yrds of cloth: 3 gp)
Belt pouch, small (2) (1 sp)
flint & steel
2 pieces of chalk (see backpack)
45 GP 8 EP 6 SP 0 cp (divided between the 2 small pouches)
Guard Dog

HISTORY
Uhred was apprenticed to a stone mason to learn a trade, but he had always dreamed of joining the army. He spent much of his spare time preparing for that and as such was a mediocre apprentice. He was somewhat resigned to a life in a small town when he met Arjilia.

Her merchant father did not like her associating with lowly tradesmen so they had to keep thier affair secret. It didn't stay secret for long though as one of her fathers hired thugs discovered them. Arjilia's father has turned much of his considerable wealth to ruining Uhtred so the summons from Wealand has arrived just in time.



[sblock="Build Data"]Rolls: Post 35
Dwarf: +1 Con, -1 Cha
STR 8 + 6 + 4 = 18/57
DEX 8 + 3 = 11
CON 8 + 5 + 4 + 1 = 18
INT 8 + = 8
WIS 8 + 2 = 10
CHA 8 + 3 - 1 = 10

Gold: Post 38

HP: Post 42

Age: 5d6 15
height: 1d10 6
weight: 4d10 22

[/sblock]
 
Last edited:

TallIan

Explorer
As you can tell I have stolen jm's character sheet. There is still a LOT there that is not correct, but my wife is home now so I will have to get back to this later.
 

In case you are wondering. I do most of the tables column first in a single row because otherwise there are large gaps between the rows. So the saving throws, for example have each column listed vertically before moving on to the next column.
 


TallIan

Explorer
In case you are wondering. I do most of the tables column first in a single row because otherwise there are large gaps between the rows. So the saving throws, for example have each column listed vertically before moving on to the next column.

I have a post from you bookmarked on how to make tables :D

But stealing is so much faster :p
 

JustinCase

the magical equivalent to the number zero
So the last two rolls I need:
HP [roll0] (Edit: Woohoo! Max hp for my otherwise frail elf wizard! :) )
starting money ( [roll1] + 1 ) x 10 gp = 50 gp!
 

JustinCase

the magical equivalent to the number zero
(work in progress - background still to be written)

Aego Aenovindë

NG elf enchanter 1
Aego Aenovinde.jpg



Aego Aenovindë
Race: Male Elf
Alignment: Neutral Good
Class: Enchanter-1 (specialist wizard)
Surprise: +1
AC: 8 (dexterity)
Hit Points: 4/4
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
8
16
10
17
8
16
To Hit: +0 Damage: +0 Weight Allowed: 35 Open Door: 5 BB/LG: 1%
Reaction/Missile Adj: +1 AC Bonus: -2
HP Adj: 0 System Shock Survival: 70% Resurrection Survival: 75%
Additional Languages: 6 Max Spell Level: 8th Chance to learn spell: 90% Ench./60% other Max # of spells per level: 14
Magic Saves Adj: +0
Max # Henchmen: 8 Loyalty Adj: +4 Reaction Adj: +5

SAVING
THROWS


Wizard-1
Adjustments

Totals

Paralyzation, Poison
& Death Magic


14


14

Rod, Staff
& Wand


11


11

Petrification
& Polymorph


13


13

Breath
Weapon


15


16


Spells


12
+1 vs Ench.

12 (13 vs Ench.)
90% resistance to sleep and all charm-related spells effects


Weapon


Staff
Dagger (thrown)


THACO


20
19

Damage Vs
Small/Medium


1d6
1d4

Damage
Vs Large


1d6
1d3

Range
S/M/L


---
1/2/3

Attacks
per Round


1
2/1

FEATURES
RACE: Elf
Languages Spoken: Common, Elf, Gnome, Halfling, Goblin, Orc, Gnoll
Vision: 60 feet infravision
Elven Trance: 90% resistance to sleep and all charm-related spells, in addition to regular saves
Elven Senses: 1-in-6 chance to notice concealed doors; 1-in-2 chance when actively searching; 1-in-3 chance to notice secret doors when actively searching
Elven Stealth: When alone or with only elves and halflings within 90 feet, can gain bonus to surprise; opponents take -4 penalty on surprise rolls

CLASS: Enchanter (specialist wizard)
Level: 1 -- XP Earned: 0/2000 XP Bonus: +10%
Specialist Wizard: Enchantment; banned schools are Invocation and Necromancy. Can cast 1 extra spell per day from the Enchantment school. Bonus 15% chance to learn Enchantment spells; penalty -15% chance to learn other schools’ spells. Opponents take -1 penalty versus Enchantment spells

MAGIC
Spells in spellbook: Detect Magic, Read Magic, Armor, Charm Person, Sleep
Spells prepared: Charm Person, Sleep

EQUIPMENT
Staff (quarterstaff)
Dagger
Signet ring
Backpack
50’ of rope
spell book
5 scroll cases
10 sheets of parchment
10 candles
cook kit
2 torches
2 flasks of oil
bedroll​
Belt pouch, large
flint & steel
a knife
sealing wax 1lb​
Belt pouch, small
28 gp
2 sp​

HISTORY
to be determined
[sblock="Build Data"]Rolls for HP and starting gold: http://www.enworld.org/forum/showth...n-a-PbP-Game&p=7581798&viewfull=1#post7581798
Rolls for stats: http://www.enworld.org/forum/showth...n-a-PbP-Game&p=7577002&viewfull=1#post7577002
Elf: +1 Dex, -1 Con
STR 8 + = 8
DEX 8 + 5 +2 + 1 = 16
CON 8 + 3 - 1 = 10
INT 8 + 6 + 3 = 17
WIS 8 + = 8
CHA 8 + 6 + 2 = 16
[/sblock]
 


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