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D&DExp Character Sheets!

catsclaw227

Villager
Here's a fighter character sheet:

EDIT: Updated to show better images. Thanks to all at D&DExp! I wish I was there... - catsclaw227



 
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Melhaic

Villager
I like it. One of my big concerns was that I was going to plunk down all of the money for the new rule books and not be able to use them for weeks, while I studied the system. This doesn't seem to be the case: it is simple and intuitive, as well as being simialar enough to 3e that pick up should be quick.
 
That certainly is a lot of interesting information to go through. From what I could read of Eldritch Blast, I can already see some interesting synergy between it and (possibly) some archery/ranged powers (most likely from the ranger). Heck, that could allow people to play the more nature empowered ranger if they wanted using a warlock/ranger multiclass or though class training.
 

sukael

Villager
I find it interesting that the warlock gets a "Wizard Attack 1" power. Built-in cross training? Maybe all classes get something like the Expanded Knowledge class feature some spellcasters do now, letting them every so often pluck a power (of the same type and level) from a different classes' list.
 

Peter LaCara

Villager
catsclaw227 said:
Note the -1 modifier for a WIS of 8. I thought they were doing away with negative modifiers?
They're doing away with negative racial modifiers. Ability modifiers are exactly the same as they were in 3e.
 

Sitara

Villager
So martialpowers are Exploits.

Arcane powers are spells (but eblast shouldn't relaly be a 'spell'...)

Ceric/Pally powerz are prayers
 

ShinRyuuBR

Villager
Tira Duskmeadow
Female Half-elf Warlock
Level 1, Unaligned
Str 10, Con 16, Dex 11, Int 15, Wis 8, Cha 18
AC 15, Fort 13, Ref 13, Will 15
Ini +0, Spd 6
HP 28, Bloodied 14
Healing Surge 7 HP Healed, 9 per day
Dagger +3 vs AC (+3 thrown); 1d4; 5 squares normal/10 squares max
Eldritch blast +4 vs Reflex; 1d10+4; 10 squares
Feats: Action Surge (+1 to attacks on actions gained from action points)
Skills: Passive Insight 16, Passive Perception 9, Acrobatics +0, Athletics +0, Bluff +9, Insight +6, Perception -1, Stealth +0, Streetwise +9, Thievery +5
Spells (Arcane Powers): See back of character sheet.
Equipment: Leather armor, 3 daggers, wand, backpack, bedroll, flint and steel, belt pouch, 2 ???, 10 days trail rations, 50 lb. of hempen rope, waterskin.
* Race and Class Features
Group Diplomacy (grant allies within 10 squares a +1 racial bonus to Diplomacy skill checks.)
Fey Pact (when you reduce an enemy under your Warlock's Curse to 0 hit points or fewer, you can teleport 3 squares as a free action.)
Prime Shot (if one of your allies are nearer to your target than you are, gain a +1 to ranged attacks against the target)
Shadow Walk (move 1+ squares away on your turn, gain concealment until the end of your next turn)
Warlock's Curse (once per turn as a minor action, place a curse on the enemy nearest you, you do +1d6 damage on the enemy, lasts until the end of the encounter or enemy is defeated.)
Languages: Common, Elven and Goblin
Low-Light Vision
Note: Some race and class features are already added into the character's statistics and are not ??? on the sheet.

**

Kathra Ironforge
Female Dwarf Fighter
Level 1
Unaligned
Str 16, Con 18, Dex 12, Int 10, Wis 14, Cha 8
AC 19, Fort 16, Ref 13, Will 12
Ini +1, Spd 5
HP 33, Bloodied 16
Healing Surge 8 HP healed, 13 per day
Warhammer +6 vs AC; 1d10+3; Versatile (+1 damage when 2 handed)
Handaxe +6 vs Ac; 1d6+3; 5 squares normal, 10 squares max
Feats: Dwarven Weapon Training
Skills: Passive Insight 12, Passive Perception 12, Acrobactics -1, Athletics +6, Endurance +9, Heal +7, Insight +2, Perception +2, Stealth -1, Streetwise +4
Exploits (Martial Powers): See back of character sheet
Equipment: Scale armor, heavy shield, warhammer, 2 handaxes, backpack, bedroll, flint and steel, belt pouch, ???, 50 ft. of hempen rope, waterskin
* Race and Class Features
Cast Iron Stomach (+1 to saving throws vs. poison)
Dwarven Resilience (use second wind ???)
Stand Your Ground (???)
Combat Challenge (???)
Combat Challenge (???)
Combat Superiority (???)
Languages: Common and Dwarven
Low-Light Vision
Note: Some race and class features are already added into the character's statistics and are not ??? on the sheet.
 
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Primal

Villager
Hmmm... I find it weird that the warlock's Will Defense is 15, although she has -1 from WIS. That would mean that warlocks get +6 to Will Defense at 1st level? Seems like a bit too much...

And she also has Thievery as a skill?
 

Jdvn1

Villager
Unless Elven is no longer an automatic language for Half-Elves, Tira only has one bonus language despite her +2 Int.
 

Jdvn1

Villager
ShinRyuuBR said:
* Race and Class Features
???
Dwarven Resilience ???
Stand Your Ground ???
Combat Challenge ???
Combat Challenge ???
Combat Superiority ???
Languages: Common and Dwarven
Low-Light Vision
Note: ???
That first one looks to me as...
Cast Iron Stomach: +1 to saving throw vs poison
 

pukunui

Adventurer
Jdvn1 said:
That first one looks to me as...
Cast Iron Stomach: +1 to saving throw vs poison
I'm reading it as "Cast Iron Stomach: +5 to saving throws ???".

I'm glad that ability scores and their modifiers haven't changed. When it was said that ability score mods started at 0 and never had negatives, I was a bit concerned. I won't miss racial ability score penalties, but not being able to have a character who's not at least average in all abilities would be a bit weird. Some of my players like to have low stats ...

Stand Your Ground looks like the 3e dwarven resistance to being bull-rushed and such (I can make out something about being pushed or pulled).
 
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Slander

Villager
Taking a shot:

Fey Pact: When you reduce an enemy under your Warlock's Curse to 0 hit points or fewer, you can teleport 3 squares as a free action.

Warlock Curse: Once per turn as a ??? action, place a curse on the enemy nearest you, you do +1d6 damage on the enemy. The curse lasts until the end of the encounter or enemy is defeated.
 

Peter LaCara

Villager
Bit of reverse engineering that can be done from this:

Warlocks get 12+Con Score Hp at first level, and fighters get 15+Con Score. About what I expected. Healing surges look to be 1/4 hp. Warlocks get 6+Con Mod healing surges per day, while fighters get 9+Con Mod.

Fighters get a bonus to fort defense, and maaaybe to reflex defense, though that could also be from her shield. Scale armor grants +3 AC. I'm not really sure how attacks are being calculated. There are bonuses in there I can't account for.
 

pukunui

Adventurer
Looks like weapons get little bonus abilities and things. The warhammer is apparently "versatile", which means it grants +1 damage when wielded two-handed. That's pretty cool.
 

Snapdragyn

Villager
Conjectural rules gleanings:

Scouts get healing surge 6+<Con mod>/day
Defenders get healing surge 9+<Con mod>/day
Controllers get healing surge 6+<Con mod>/day

Most classes get 4 trained skills. The example Warlock is trained in Bluff, Insight*, Streetwise, & Thievery. The example Fighter is trained in Athletics, Endurance, Heal, & Streetwise. The example Wizard is trained in Arcana, History, Religion, & Stealth (with an additional +2 from the feat Skill Training: Stealth)

*There appears to be an error on the sheet here, unless a bonus is involved somewhere from racial or class mods. Since Insight is Wis-based, this should be +4 instead of +6 (if half-elves or warlocks get +2 to Insight, it adds up).

All characters can use Acrobatics, Athletics, Insight, Perception, & Stealth untrained. (Are other skills trained only, or perhaps just not listed on the standard character sheet since they follow a unified mechanic - but then why no entry for 'other skills'?)

Either Encumbrance is gone, weak characters can carry a lot more, or base movement is higher than in 3e. Note the warlock & wizard both with STR 10 carrying 50 lbs. of hempen rope + assorted other stuff & still moving at 6 squares (30' in 3e terms).

Edits: Added stuff gleaned from the Wizard character sheet & revised some other things based on it.
 
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LEHaskell

Villager
Slander said:
Taking a shot:

Fey Pact: When you reduce an enemy under your Warlock's Curse to 0 hit points or fewer, you can teleport 3 squares as a free action.

Warlock Curse: Once per turn as a ??? action, place a curse on the enemy nearest you, you do +1d6 damage on the enemy. The curse lasts until the end of the encounter or enemy is defeated.
And the lesson here is....Don't steal the warlock's kill!
 

Stormtalon

Villager
Back of fighter sheet is up now, as is front & back of Wizard. Yummy goodness abounds!

Of note, the Fighter's daily power is listed as "Reliable" with the definition that if it misses, it's not counted as expended for the day. Niftiness!
 

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