Characters

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Characters

Postby jcftao » Mon Feb 15, 2016 5:56 am

Please place your character stats here.
Remember that you will get 100xp bonus for adding a picture, 150xp if it is artwork 100 years or older.
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Re: Characters

Postby Son_of_Sod » Mon Feb 15, 2016 6:45 pm

Image

.~-= Fredrick, Monk of the Iron Fist =-~.

Class & Levels : Monk 1st Level, Iron Fist subclass
Race : Human
Alignment : Lawful
Experience Points : 150 (need 2500)
XP Bonus : +15%
Hit Dice : 1 (using d6 because chose Iron Fist from Monk Subtable)
Hit Points : 7/7
Armour Class : front AC 11/rear AC 11

Saving Throw : 15 (+2 vs paralysis and poison)

Abilities
STR : 18 +2 hit, +3 dmg, open doors 1-5, +50 lbs carry
INT : 12
WIS : 14
DEX : 16 +1 to hit w/ missiles, +1 AC
CON : 14 +1 hp
CHA : 14 5 henchman max
Base To Hit Bonus: +0

Special Ability: Thief skills Climb Walls: 85% Delicate Tasks and Traps: 15% Hear Sounds: 3 in 6 Hide in Shadows: 10% Move Silently: 20% Open Locks: 10%
Monks cannot use potions, they may only use magic weapons and rings
Deadly Strike--if attack roll is 5 greater than needed, target is 75% chance stunned for 2d6 rounds and 25% chance of killing creature no more than 1 hd greater
Weaponless damage is 1d4
Alert--only surprised 1 in 6
Deflect arrows and magic missiles with a successful saving throw
Iron Fist subclass, d6 instead of d4 for hit points

Languages Common

Appearance

Gear
Longbow 1d6
Arrows(39)
Polearm 1d8+1
ointment of cure disease
(Total lbs for base move)

Wealth
gp
sp 25
cp

Story

Hirelings

Name:
Class or Profession:
Cost: GP per week
HP:
AC front/rear
Armor:
Weapon:
Other Equipment:
Last edited by Son_of_Sod on Wed Apr 20, 2016 5:21 pm, edited 3 times in total.
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Re: Characters

Postby greyarea » Tue Feb 16, 2016 1:38 am

Image
.~-= Milton the Mad =-~.

Class & Levels : Thief Arcanist 1
Race : Rana
Alignment : Neutral
Experience Points : 530
XP Bonus : +10 %
Hit Dice : 1
Hit Points : 5 / 5
Armour Class : 14
Base Hit Bonus : +0

Saving Throw : 15

Abilities
STR : 15 +1 / 0 / 1-2 / +10
INT : 13 3 / 7 / 65% / 5/8
WIS : 14 +5% xp
DEX : 18 +1
CON : 13 +1 / 100%
CHA : 10 4

Languages
Common, Rana,

Memorized Spells

Appearance

Gear
Short bow (18 arrows) 1d6
Bastard sword 1d8 (+1)
Dagger 1d4
"Green glow" dagger ?

backpack
bedroll
10' pole
50' silk rope
fishing line and hooks
flint and steel
iron pot
trail rations (8 days)


(Total lbs for base move)

Wealth
gp
sp 40
cp

Story

Hirelings

Name:
Class or Profession:
Cost: GP per week
HP:
AC front/rear
Armor:
Weapon:
Other Equipment:
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Re: Characters

Postby thewegger » Fri Feb 19, 2016 5:45 pm

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Image

.~-= Cedric =-~.

Class & Levels : Penitent Cleric 1
Race : Pendrian
Alignment : Lawful
Experience Points : 150
XP Bonus : +15%
Hit Dice : 1d8+1 (Penitent subclass)
Hit Points : 9/9
Armour Class : front 15 / rear 14
Base Hit Bonus : +0

Saving Throw : 15

Abilities
STR : 12 (+5 lbs)
INT : 9 (+1 Additional Language)
WIS : 16 (Bonus Level 1 spell)
DEX : 15 (+1 missiles, AC Bonus)
CON : 15 (+1, 100%)
CHA : 16 (6 hirelings)

Languages Common, Elvish

Memorized Spells

Cantrips
Bird
Whispering Wind

Appearance

Social Class
Paragon of virtue~You are related to a famous noble of unsurpassed character and chivalry. You have high marks to live up to. You gain a –2 reaction bonus because people find you interesting. You also receive a weapon once owned by your famous relative.

Gear
Heavy mace, Sling, Stones *20
Ring mail, Shield
Backpack, Bedroll, Chalk, Flint & Steel, Garlic, Wooden holy symbol, Holy water, Hooded lantern, Lamp oil *2, Trail rations *3, Hemp Rope, Sack (15 lb), Signal whistle, Torch * 10, Waterskin, Wolfsbane

(68 lbs for 12 base move)

Wealth
gp
sp 20
cp 1
Last edited by thewegger on Fri Mar 11, 2016 5:01 am, edited 1 time in total.
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Re: Characters

Postby kjc » Fri Feb 26, 2016 1:58 am

Image
Aldarren Veldhar
Class: Ranger
Levels : 1
Race : Human
Alignment : Lawful
Experience Points : 100
XP Bonus : +5%
Hit Dice : 2d8
Hit Points : 16
Armour Class : front AC 15 /rear AC 14
Base Hit Bonus: +0
Saving Throw : 14

Abilities:
STR : 13 THB +1/ Dam +0/ Doors 1-2/ Carry Mod +10
INT : 10 Add Lang: 2
WIS : 11
DEX : 14 Missile +1/ AC +1
CON : 12 HPMod +0
CHA : 12

Special Ability:

Tracking: Rangers are able to track down other creatures in the wild,
in cities, and even through underground passages.
^ Outdoor Tracking. Outdoors, the basic chance for successful tracking
(on a day-to-day basis) is 90%, modified by a –10% for each day old the
tracks are, and modified by –10% (for the entire effort thereafter) for
each day of rain (or snow) that has fallen on the trail.
^ Underground and City Tracking. Tracking in the city (any urban or
populated area) or underground ,makes it considerably harder to find
and follow a trail. First, the beginning of the trail must be no more
than an hour old. The base chance to track is still 90%, but each time
the trail changes (as described below), there is a chance for the Ranger
to lose the trail and be unable to track it further; that is, the Ranger
cannot pick up the trail even by circling the area where the trail was
lost. The circumstances under which the prey can “lose” the Ranger
are as follows:
Turns down a side passage: 25% chance to lose trail
Goes through a door: 35% chance to lose trail
Goes up or down through a trap door or ladder: 40% chance to lose
trail
Climbs a wall up or down (including pits and shafts): 50% chance
to lose trail
^Alertness: A party containing a Ranger is unlikely to be surprised,
with only a 1 in 6 chance.
^Magic Items: Rangers can use any magic items that can normally be
used by Fighters.
^Giants and Goblin-types: Rangers are well trained to deal with
giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these
sorts of monsters, Rangers gain +1 damage per level with a successful attack roll.

Languages: Common

Appearance

Gear:
Axe, battle 1d8 15#
Arrows (20) 1d6 1#
Bow, short ROF:2 Range: 50' 5#
Dagger 1d4 Range: 10' 2#
Shield AC+1 10#
Ring Armor AC+3 40#
Backpack
Bedroll
Flint & Steel
Rope, hemp 50'
Torches (10)
Waterskin
Rations, trail (5 days)


Wealth:
GP:
SP: 10.2
CP:

Story
Image
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Re: Characters

Postby Tamerlaine » Tue Mar 01, 2016 4:01 am

Inactive
Image

Tamerlane
Class: Magic-User
Levels : 1
Race : Human
Alignment : Lawful
Experience Points : 100
XP Bonus : +5%
Hit Dice : 1d4
Hit Points : 5
Armour Class : 11
Base Hit Bonus: +0
Saving Throw : 15 (+2 vs spells, see Special Abilities)

Abilities:
STR : 8 THB +0/ Dam +0/ Doors 1-2/ Carry Mod +0
INT : 15 Add Lang: 4
WIS : 10
DEX : 14 Missile +1/ AC +1
CON : 13 HPMod +1
CHA : 11

Special Abilities:

Spell Casting:
Spell Book 1st lvl
Charm Person
Detect Magic
Magic Missile
Read Languages
Read Magic
Sleep
Shield
Knowing Spells
Saving Throw Bonus: Magic-users gain a bonus of +2 on all saving throws versus spells, including spells from magic wands and staffs.
Cantrips: Flame, Unseen Hand

Languages: Common, Dwarven, Elvish, Rana, Goblin

Appearance:

Gear:
Dagger 1d4 Range 10’ 2#
Staff 1d6 10#
Backpack
Bedroll
Candle x 10
Map/Scroll Case x 4
Chalk, 2 pieces
Leather Flask
Flint & Steel
Ink, 1oz bottle
Parchment, sheet x 5
Waterskin
Rations, trail (5 days)
Pipe & tobacco pouch


Wealth:
GP:
SP: 31.4
CP:
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Re: Characters

Postby Wouter » Sun Mar 13, 2016 2:56 pm

Image
.~-= Alexander =-~.

Class & Levels : Focused Fighter, level 1
Race : Human
Alignment : Lawful
Experience Points : 518 (next level: 2,000)
XP Bonus : +15%
Hit Dice : 1d8
Hit Points : 8 / 8
Armor Class : 4 [15] / 5 [14]
Base Hit Bonus : +0

Saving Throw : 14

Abilities
STR : 15 (+1 to-hit modifier, 1-2 open doors, +10 carry modifier)
INT : 9 (1 additional language)
WIS : 9
DEX : 13 (+1 missile weapon to-hit bonus, -1 [+1] AC bonus)
CON : 10 (75% raise dead survival)
CHA : 9 (maximum of 4 special hirelings)

Languages
The Common Tongue, the Tongue of Law, and Goblin

Appearance
Alexander is a fair-haired, dapper looking fellow. He is keen on keeping his equipment clean, polished, and oiled and maintains high physical care standards.

Gear
Ring mail (-3 [+3] AC) 40 lbs 30 sp
Shield (-1 [+1] AC) 10 lbs
Sword, bastard (1d8) 10 lbs 20 sp
Bow, short (rate of fire 2, range 50 ft.) 5 lbs 15 sp
Arrows (40, 1d6) 2 lbs 4 sp
Dagger (1d4) 2 lbs 2 sp

Backpack (30-pound capacity) 7 sp
Bedroll 0.2 sp
Flint and steel 1 sp
Grappling hook 1 sp
Torch (10) 0.1 sp
Rations, dried (1 day) 3 sp
Signal whistle 0.5 sp
Waterskin 1 sp
Healing poultice

(Total 79 lbs for base move 12)

Wealth
gp
sp 5
cp 2

Social Class
Knight errant: Alexander's relative has no lands but faithfully serves the king. Alexander carries a shield with the family coat of arms.

Story
During the dark days of God Fall, Alexander wandered into Wickersham, wounded and feverish. He was cared for by the matron of the town temple and he has vowed to protect her and the sacred place turned hospital.

Hirelings

Name:
Class or Profession:
Cost: SP per week
HP:
AC: front/rear
Armor:
Weapon:
Other Equipment:
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Re: Characters

Postby J.L. Duncan » Fri Aug 26, 2016 9:57 pm

Image
(Just a draft while I work through)
Panomas Baelish
Magic-User 1st Level, God-Touched

Race: Human
Alignment: Lawful
Experience Points: 150 (image)
XP Bonus:
Hit Dice: 1
Hit Points: 5/5
Armor Class: (-1 Dex) 8
Saving Throw: 15 (Is this right, not sure which you want listed) (Magic User +2 vs magic)

Abilities
STR: 10; Open Doors 1-2
DEX: 13; AC: -1
CON: 13; +1 HP, RDS 100%
INT: 16; Lang 5, Max Spell Level 8, Learn Spell 75%, MMNoBSUpL: 7/10
WIS: 06
CHA: 11
Languages: Common, Goblin, Giantess, Dwarven

Equipment/Gear:

Spell Book: Spellbook.
(U)=Unknown Spell
Cleric Spells:
1st Level; Cure Light Wounds (1st level)
Magic User Spells:
1st Level; Sleep (U), Detect Magic, Magic Missile, Light, Protection from Evil, Read Magic (U)

Backpack (30-pound capacity)
Bedroll
Candle (3)
Torch (3)
Holy symbol, wooden
Rations, trail (3)
Waterskin

Dagger (2) 1d4
Two-handed Staff 1d6

Coin Purse:
GP: 3
SP: 8
CP: 3

Social Class: Cousin to King Merrick, Protector of Cormandy, he travels under the name Baelish so as not to draw uneeded attention to his position as a relative of the king.

Story: Panomas chases the rumor of a monastery in the northlands under guise of a royal land surveyor on important business. After sharing a vision of this place with King Merrick, Panomas was sent off with a heavy compliment of men to find if there was any truth to the matter.


Contacts (working)
Noble
Captain of the Guard
Guildmaster
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