Here is the PDF:
View attachment dcc_character_sheet_2014-04-06_15-52-52.pdf
Adjustments:
Franko
Homar use 0 luck
Hank
Homer Greenthumb, Halfling Money lender, Wanderer
Str 7 -1
Agil 13 +2
Stam 10 +0
Pers 11 +0
Intel 17 +3
Luck11 +0
Speed 20;
init +1
AC 11
HP 2+1d6 [8] at 2/8 hp
1d6=6
Saves: Fort +2; Ref +1; Will +1
Shortsword Att: -1; Dam: 1d6-1; crit: d8/Table III [attack using a d16, even with 2 weapons]
Sneak and Hide: +3
Lucky Roll: Pack hunter (Attack/damage rolls for 0-level weapon)(+0)
Languages: Common, Halfling
Halfling ability:
Ø Action dice: 1d20
Ø Infravision 60 ft
Ø Bonus to sneak and hide
Ø Wear armor
Ø Prefer two weapon attacks
Ø Crit on a 16
Ø Halfling luck: For every luck point you spend you gain a
+2 to your roll. You can also share your luck by spending a point of your own luck to apply to an ally
’s roll. Don
’t worry about spending all of your luck, as a Halfling you regenerate your level in luck each time you get a full rest.
Equipment:
Chalk 1 pc 1 cp
Shortsword 1
5 gp
10 sp -2
235 cp -10
Frank the Fickle: Jester, Neutral Human Wizard [Astrologist]
Str 11 +0
Agil 11 +0
Stam 10 +0
Pers 13 +1
Intel 17 +3
Luck 16 +?
Speed 30;
init +1; Action Die: 1d20
AC 10
HP 4+1d4
Saves:
Fort +1;
Ref +0;
Will +2
Darts Att: +0; Dam: 1d4; crit: 1d6/I
Lucky Roll: Survived a spider bite (Saving throws against poison)()
Languages: Common +6 other langs
Wizard:
Ø To cast a spell make a spell check by rolling a d20
+ Int mod
+ caster level. Your starting spells are determined randomly, but you can learn whatever spells you can find, provided you have the time and experience to do so.
Ø You gain 1d4 HP at every level!
Ø You can wield a dagger, longbow, Longsword, shortbow, short sword and staff. Wizards rarely wear armor as it hinders spellcasting.
Ø Meddling with magical forces often draws powerful creatures to aid or hinder you. You make invoke a supernatural patron and strike a bargain with it, if you serve it faithfully it may teach you many secrets.
Ø Magic is dangerous and unpredictable. All of your spells have secondary, mercurial effects. Be sure to roll on the mercurial magic table to discover yours.
Ø In all of your studies you’ve picked up more languages than most, you can choose two additional languages for every point of Int mod.
Equipment: 33 cp; Silk cloths; Holy water [vial] [25 gp]
Spells
Known: 4; Max level: 1;
Franko
1) Charm Person (Circumstantial Magic: can only cast from an elevated position)
2) Ropework (Demonic voice. The words of the spell are in a demonic tongue unknown to mortals. A demon is compelled/allowed to speak the spell through the wizard’s own throat. The strain of channeling the unnatural voice leaves the wizard unable to speak for 1d4 rounds after the spell has been cast.)
3) Read Magic (Thunderstruck. A clap of thunder and flash of heat lightning accompanies the casting of this spell, revealing the wizard’s position to all within sight of him. This likely draws both attention and arrows.)
4) Enlarge (Psychic shield. In the round immediately following the casting of this spell, the wizard gains a +2 bonus to his AC and any Will saves, as he is encased in a protective barrier of psychic energy. It disperses the following round.)
5) Invoke Patron (Circumstantial Magic: after fasting for 24 hours)
B) Patron Bond (doesn’t count in a spell slot) (Wealful/woeful magic. Each time this spell is cast, there is a random 10%-60% chance that the wizard’s Luck score is altered by its magic. If the wizard’s Luck is affected, it is either raised 1d3 points (50% chance) or
lowered 1d3 points (50% chance).)
caster check: 18; is luck altered: 39%; rased or lowered? [1-50/51-00] 43; how much? 3
6) Magic Missile (Spell killer. Casting the spell steals energy from a dying world, and any use of the spell causes the death of untold thousands. Every night following a casting of the spell, the wizard is haunted by dream-communications from an ancient sorcerer-king desperate to save his people.)
Hank the scribe, Human Wizard: Evoker
Str 10 +0
4
Agil 10 +0
4
Stam 7 -1
Pers 6 -2
Intel 14 +2
Luck 13 +1
6
Speed 30;
init +0; Action Die: 1d20
AC 10
HP 5
1d4=2
Saves:
Fort +1;
Ref -1;
Will +0
Darts Att: +1; Dam: 1d4+1; crit: 1d6/I
Lucky Roll: Pack hunter (Attack/damage rolls for 0-level weapon)(+1)
Languages: Common +4 other langs
Wizard:
Ø To cast a spell make a spell check by rolling a d20
+ Int mod
+ caster level. Your starting spells are determined randomly, but you can learn whatever spells you can find, provided you have the time and experience to do so.
Ø You gain 1d4 HP at every level!
Ø You can wield a dagger, longbow, Longsword, shortbow, short sword and staff. Wizards rarely wear armor as it hinders spellcasting.
Ø Meddling with magical forces often draws powerful creatures to aid or hinder you. You make invoke a supernatural patron and strike a bargain with it, if you serve it faithfully it may teach you many secrets.
Ø Magic is dangerous and unpredictable. All of your spells have secondary, mercurial effects. Be sure to roll on the mercurial magic table to discover yours.
Ø In all of your studies you’ve picked up more languages than most, you can choose two additional languages for every point of Int mod.
Equipment: 30 cp
Parchment [10 sheet]
Backpack 2 gp
Spells
Known: 4; Max level: 1;
Hank
1) Invoke Patron (Worms of the earth. Pale white worms crawl forth from the earth whenever the wizard casts this spell, writhing in fiery agony (or unholy delight) before expiring on the open ground. Easily crushed underfoot, the worms disintegrate into greasy ash after 1d6 rounds.)
B) Patron Bond (no mercurial effect). caster check: 18
2) Animal Summoning (Gender bender. Casting the spell causes the wizard to temporarily transform into the opposite gender. This sex change remains in effect for one hour per level of the spell. Recasting the spell shifts the caster back into his original sex, but a failure on the spell check causes the wizard to remain as the shifted gender until a full
24 hours have passed.)
3) Chill Touch (Prismatic distortion. All colors are drained from within 20’ of wizard for 1d4 rounds.)
4) Mending (Mirror magic. This spell causes an eldritch echo that duplicates the wizard’s appearance as if he had cast a mirror image spell with a spell check of 16-19. However, each duplicate image created saps the caster of a single point of Personality until the image is dispersed.)
5) Cantrip (no mercurial effect).