Re: Characters

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Re: Characters

Post by merias »

.~-= Erwin Dirtnap =-~.

Erwin Dirtnap................AC 12............HP 8
2nd level human Cleric of Silvanus (Neutral)........Move 40

Str 10..........Saving Throw 14 (+2 vs poison and paralysis)
Int 9
Wis 17 (+1 to wisdom based saves, clerical spells more effective, target is -1 to saves)
Dex 12
Con 8
Chr 12 (max of 4 hirelings)

Base attack bonus: +0
Melee weapon: Staff [1d6]
Missile weapon:

XP: 13 (need 20 for 3rd level)

Cleric of Silvanus special abilities: Can wear leather armor and wooden shield only, weapons allowed include spear, scimitar, and sling. Cannot turn undead, but may soothe natural animals with a positive reaction roll and may befriend an animal with an outstanding roll. Uses a modified spell list for clerics.

Erwin is a good with carpentry and woodworking, but has never learned to swim and is afraid of large bodies of water.

Writ of Silvanus (holy text rec'd from Aethelwine)
Hardwood staff
Leather armor
Backpack, bedroll, cloak, a change of clothing, waterskin, a few days' food
Small sack, hammer, mallet, a handful of iron nails, wooden wedges, chisel, woodcarving knife


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Re: Characters

Post by mythictom »

.~-=Moonglimmer Honeysuckle=-~.

theme music -

Moonglimmer Honeysuckle............AC 11......HP 7
1st Level Lost Song Wood Elf (Lawful)...........Move 50

Str 11.........Saving Throw 14
Int 12 ( 2 additional languages plus orc, goblin, hobgoblin, gnoll)
Wis 13
Dex 17 +1 to hit w/ missiles, +1 to AC
Con 13
Chr 17 Max hirelings is 6, +2 loyalty

Base attack bonus +0
Melee weapon: wooden spear 1d6, dagger 1d6-1
Missile weapon: wooden spear 1d6, dagger 1d6-1

XP 13 (need 15 for 2nd level)

Wood Elf Abilities/Restrictions:
Leather or chain only and shield. Preferred weapons are elven scimitar, shortbow, spear. May not use heavy two-handed weapons.
Moonglimmer gains a +1 to hit when using an elven bow.
Can spot secret and hidden doors 4-in-6 when searching or 2-in-6 when just passing by.
Can speak with gnolls, goblins, orcs, and hobgoblins.
Elves gain +1 to hit and damage when fighting goblins, orcs, intelligent undead, and lycanthropes.
Elves are immune to paralysis caused by undead such as ghouls.
Surprised only on 1-in-6. This applies to any group that an elf is accompanying. They are hard to surprise...only surprised on a 1-in-6 instead of 2-in-6. This bonus applies to any party travelling with an elf.
Elves gain +1 to individual initiative. When in a group, an elf will get to act before anyone else during a tie to initiative.
Forest travel does not slow an elf down.
While in a wooded environment, wood elves are nearly invisible (5-in-6 chance) if they remain still.
Lost Song Elves have lost the ability to cast spells.
Elves cannot see in the dark, but have sharper vision than many other creatures.

Naturally good at getting people to help her. Not just men, but especially men. And not in a manipulative way. People just like her.

Naturally bad at music...she loves music, but has no capacity for learning it. Tone deaf. Crackly singing voice. Almost obsessed with listening to musicians.

Equipment: elven longbow, 12 arrows, 2 quivers of bronze-tipped arrows, wooden spear, dagger, bronze dagger, leather belt pouch

Last edited by mythictom on Tue Aug 11, 2020 6:20 am, edited 2 times in total.

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Re: Characters

Post by greyarea »

.~-= Fungo the Hobbit =-~.

Theme Music :

Race : Hobbit
Class : Thief
Alignment :
Level : 2
Experience Points : 10 (need 20 for 3rd level)
Hit Dice : 2
Hit Points : 9
Armor Class : 11
Base To Hit Bonus : +0
Thievery Roll : 2 in 6
Saving Throw : 13

STR : 11
INT : 12
WIS : 14
DEX : 17 (+1 to AC and Missiles)
CON : 7
CHA : 9

Common, Alignment, plus two additional languages
Special Abilities Due to a hobbits small size, giants, ogres, and their ilk do half damage. Hobbits gain +2 to missile attacks. Hide and move silently 5-in-6 chance. Saves vs magic are at +4.

Weapons Silvered Shortsword of Quality (+1 to hit) dmg 1d6-1, gift from Aethelwise of Nye
Short bow and quiver of arrows (12)

Gear a ball of twine

Magic Items




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Re: Characters

Post by connivingsumo »

.~-= Bizenghast the Sorceress =-~.
Theme music:

Race : Human
Class : Magic User
Alignment :
Level : 2
Experience Points : 10 (need 20 for 3rd level)
Hit Dice : 1+1
Hit Points : 7
Armor Class : 11
Base To Hit Bonus : +0
Saving Throw : 14

STR : 8
INT : 15
WIS : 10
DEX : 14
CON : 12
CHA : 13

Alignment, Ancient Empirian, Common, Goblin, Harpy, and Hiver.

Special Abilities
+ Magic-users receive a +2 bonus on saving throws vs. spells—including those cast from wands and staves.
+ May cast two 1st level spells per day.
Spells Known:
(cantrips) Smoke (tea cup size/volume)
(L1) Read Magic
(L1) Detect Magic
(L1) Sleep (x2)
(L1) Read Languages

+ Walking Stick
+ Silver Dagger
+ Regular Daggers, 3

+ Quill and ink

Magic Items:
+ Spellbook
+ Spell Scroll: Detect Magic
+ Spell Scroll: Read Languages

Exceptionally good at: Singing ~ her voice is all but enchanting - near a siren as can be - melodic, seductive, and haunting.
Exceptionally bad at: Navigation ~ thinking she was heading North East she went South and all but walked into a murder of Harridan, thus becoming enslaved.



From the free towns of the North, she got too close to the Desert of Cos. There, right along the border between lush and the land of the great yellow sand, she was taken. Escaping the Harrid Lands she floated down the river and was free once again. With only her training, she will try to survive and make a place for herself. She misses the wise teaching and magical strength of her counselor, the Master Wizard, Quexel Mitrix.
Last edited by connivingsumo on Fri Jun 19, 2020 4:32 pm, edited 4 times in total.

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Re: Characters

Post by badams30 »

Gump.jpg (22.81 KiB) Viewed 3479 times
Otis of Gyre
2nd Level Fighter (Lawful)
HP: 11
AC: 15
Move: 50'

STR: 16 (+1 to hit & dmg)
INT: 7
WIS: 10
DEX: 11
CON: 13
CHR: 15
(5 hirelings, +1 loyalty)

Base attack bonus: +1 (STR)
Melee Weapon: SIlvered long sword and boar spear
Missile Weapon:

XP: 10 (need XX for 3rd level)

Abilities/Restrictions: Free attack when an opponent drops w/in 5’; Use shield OR two weapon style
Combat fury: against foes of 1HD or less, get one attack per level each combat round.
+2 bonus on saves vs. death/poison

Naturally good at: Otis is Fleet of Foot. He loves to run - sometimes for no reason whatsoever.
Naturally bad at: Otis tends to get aggravated when people bully others or do bad things to others. (He is used to people making fun of him, so it doesn't faze him usually)

Equipment: Silvered long sword, boar spear (1d6) or (1d6+1 if used two handed), shield, chain mail, bronze dagger


Story: Otis is a simple but friendly farmhand from Gyre who is on his own after the untimely passing of his parents. One day he just decided to run – trying to find his place in the world.
Last edited by badams30 on Wed Jun 17, 2020 2:10 pm, edited 1 time in total.

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Re: Characters

Post by herself »

female-fighter.jpg (44.85 KiB) Viewed 1744 times

Susanna Clank

Race : Human
Class : Fighter
Alignment : Lawful
Level : 1
Experience Points : 0
Hit Dice : 1+1
Hit Points : 7
Armor Class : 16
Base To Hit Bonus : +0
Saving Throw : 14

STR : 14
INT : 4
WIS : 6
DEX : 11
CON : 13
CHA : 8

Languages: speaks alignment and common, but cannot write

Special Abilities:
combat fury
Against foes of one hit dice (HD) or fewer, Fighters get one attack
per level each combat round.

Weapons: battered mace, heavy crossbow, bronze dagger

Gear: her dad's old plate mail, backpack, bedroll, torches (6), a week of trail rations, case of 30 bolts

Magic Items : none

Exceptionally good at: remembering faces
Exceptionally bad at: telling and understanding jokes

Wealth: 0 sp

Hirelings: 0

Story: Susanna's always struggled to get along in the world, and life hasn't been especially kind to her, with her mother dying due to complications with childbirth. Susanna barely made it through those crucial early moments.

As a child she struggled to learn, but her father, a local mercenary, saw she had a talent for his trade. He taught her what he knew, hoping that it would be enough to ensure her independence in life. When he died she donned his gear and left the village where she had always been mocked. She's determined to make something of herself, in spite of everything.

(I don't have an explanation for the thing on her forehead! Maybe it can remain a mystery for now...)

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