Characters

A White Box FMAG Sandbox
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badams30
Posts: 1049
Joined: Mon May 07, 2018 6:50 pm

Characters

Post by badams30 »

Here is the template we will use for our characters. Modify it as you see fit, as long as it is intuitive and works!

Name:
Class:
Level:
Race:
Alignment:
AC:
HP:
XP & Bonus:
Languages:

STR: put bonuses after each
DEX:
CON:
INT:
WIS:
CHR:

Saving Throw & Mods:

Background:

Spells:

Equipment:

Weapons/Armor:

Wealth:
GP: SP: CP:
Other:

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connivingsumo
Posts: 922
Joined: Sun Jul 29, 2018 10:55 pm

Re: Characters

Post by connivingsumo »

Sumo's soon to be dead character placeholder; hell, Mr. B might kill him off before I even get him made. He made it through character creation! :mrgreen:
Image

Dewplo "the brave" Buttonberry
Class: Thief
Level: One
Race: Halfling
Alignment: Though a follower of Avandra, Dewplo is questionably Neutral, and borders on Chaos at times.
AC: 13 (10+2+1)
HP: 7/7
XP & Bonus: 0 +5%(?)
Languages: Common

STR: 15 [+1] [+2 if Hidden, = +3]
DEX: 18 [+1] [+2 if Hidden, +2 missiles, = +5]
CON: 15 [+1]
INT: 9
WIS: 10
CHR: 7

Saving Throw & Mods: +2 vs Traps (Magical & Mechanical (class)), and +4 vs Magic (race)

Background: I dislike going barefoot; it's gross! I much prefer soft leather shoes or boots. No one has ever witnessed me fleeing from a fight.

Spells:
Abilities:
~ Half dmg taken vs Giant-kin (Ogres, Trolls, Giants, etc.)
~ +2 with missile weapons
~ Near Invisibility (1-5/d6)

Equipment:
> Leather (+2 AC)
> Short Bow || Arrows: 20 (d6-1)
> Short Sword (d6-1)
+ Backpack
+ Bedroll
+ Flint & Steel
+ Grappling Hook & 50' Hemp Rope
+ Thieve's Tools
+ Mirror
+ Lantern || Oil, Pint: 2
+ Sack, 30# capacity
~ Dried Rations, 5 days
~ Waterskin

Wealth:
GP: 7 6
SP:
CP:
Other:
Last edited by connivingsumo on Fri May 27, 2022 10:42 pm, edited 20 times in total.

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spanningtree
Posts: 93
Joined: Sat Jul 28, 2018 9:06 pm

Re: Characters

Post by spanningtree »

Name: Eerik Fritjof, Cleric of Odin
Class: Cleric
Level:1
Race: Human
Alignment: Law
AC: 2
HP: 8
XP & Bonus:0 +10%
Languages:

STR: 16
DEX: 12
CON:17 +1hp/lev
INT: 11
WIS: 17 5% XP bonus
CHR: 10 max hirelings: 4

Saving Throw & Mods: +2 bonus on saving throws vs. poison and paralysis

Background:
Eerik is an average height and appearance human with a distinct villager flair. He entered seminary in his teens at his fathers request and does not intend to spend his entire life as a cleric but the training received is welcome. His armor and weapon are hand me downs from his father and are rather tattered but serviceable. He was asked by the church to report on the goings on in the north of the kingdom as an initial mission but more to get him and his body order as far away as possible from his cohorts for a bit.

Spells:

Equipment:
Backpack (30 lb. capacity) 5
Bedroll 2
Flint and Steel 5
Holy Symbol, silver 25
Lantern 10
5 Flasks of oil 10
6 days rations/dried 18
Potion of healing x 2
Potion of Invisibility

Weapons/Armor:
Helmet 10
Plate mail 50
Shield
Mace 10

Wealth:
GP: 4 SP: 0 CP: 0
Other:
Last edited by spanningtree on Mon Jul 11, 2022 5:58 pm, edited 4 times in total.

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greyarea
Posts: 1547
Joined: Sun Jan 31, 2016 1:17 am

Re: Characters

Post by greyarea »

Name: Hugi
Class/Race: Dwarf Fighter
Level: 1
Alignment: Law
AC:
HP: 7 / 7
XP & Bonus: 0 (what bonus?)
Languages: common, law, dwarf, gnomish, goblinian, orcish, and koboldese.

14 10 12 14 9 10 14

STR: 14 put bonuses after each (what bonuses?)
DEX: 12
CON: 14
INT: 10
WIS: 10
CHR: 14

Saving Throw & Mods: +4 v magic, +2 v death

Background: Been living in those damn mines all me life. Finally got me a blade and went to make my own mark on the world. Never going back down below, right? ... Right?

Spells:

Equipment:

Weapons/Armor:
Plate Mail
Axe, Battle

Wealth:
12
GP: 45 SP: 0 CP: 0
Other:

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jcftao
Posts: 2236
Joined: Sun Jan 31, 2016 3:52 am
Contact:

Re: Characters

Post by jcftao »

Terwilliger "Willig" Falstaff

Image

Name:
Class: Magic-user
Level: 1st
Race: Human
Alignment: Lawful
AC: 10
HP: 6/6
XP & Bonus: 0 (+5% bonus for high INT)
Languages:

STR: 9
DEX: 10
CON: 11
INT: 15 (+1)
WIS: 12
CHR: 13 (max of 5 hirelings, +1 loyalty)

Saving Throw & Mods: 15 (+2 to saves vs spells)

Background: Terwilliger's master turned toward the dark side. Terwilliger left him to seek another master and in the process, save his soul.

Spells: Charm person, detect magic, hold portal, light, protection from chaos, read languages, read magic, and sleep

Equipment: backpack, flint/steel, wooden holy symbol (Pelor), holy water, lantern, 3 pints of oil, wineskin, 50' silk rope,
small steel mirror, bunch of wolfsbane, belladonna, spellbook

Weapons/Armor: staff and dagger

Wealth:
GP: 12 SP: CP:
Other:

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tumblingdice
Posts: 456
Joined: Tue Oct 11, 2016 5:26 pm
Location: Southern NH

Re: Characters

Post by tumblingdice »

Sythandra Erendyl
Image

Class: Fighter/Magic-User
Level: 1/1
Race: Elf
Alignment: neutral
AC: 15 F/11 MU
HP: 7/7 as F | 6/6 as MU
XP & Bonus: 0/2,000 F | 0/2500 MU
Languages: Elf, gnoll, goblin, orc, hobgoblin, neutral

STR: 12
DEX: 16 +1 to AC
CON: 10
INT: 13
WIS: 10
CHR: 13, +1 reactions, 5 retainers max

Saving Throw & Mods: 14 F/15 MU

Special abilities
F saving throws: +2 bonus on saving throws vs. death and poison
MU saving throws: +2 bonus on saving throws vs. spells
As fighter, 1 attack per level against foes of one hit dice (HD) or fewer
+1 (“to-hit” or to damage) when fighting goblins, orcs, intelligent undead, and lycanthropes.
immunity to paralysis caused by undead such as ghouls.
spotting hidden and concealed doors (1-4 on a d6 when searching, 1-2 on a d6 if just passing by)

Background:
The Blackscale orcs desecrated the sacred grove of my elders. They served a dragon: a dragon I intend to kill.

Spells: 1 first level spell. None memorized at the moment. Traveling as fighter.

Equipment:
Backpack (30 lb. capacity)
Sack (30 lb. capacity)
Torches (6)
Flint and Steel
Waterskin
Rations, dried (1 day)

Weapons/Armor:
Chain mail
Sword, long (1d6)
Dagger (1d6-1)

Wealth:
GP: 5 SP: 0 CP: 0
Other:

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kipper
Posts: 125
Joined: Fri May 06, 2022 6:29 pm

Re: Characters

Post by kipper »

Jocasta the "Pirate Queen"

Class: Fighter
Level: 1
Race: Human (female)
Alignment: Neutral
AC: 14 (Chain mail)
HP: 7/7
XP & Bonus: 0 (+5%)
Languages: Common

STR: 15 (+1 to-hit and damage in melee)
DEX: 9
CON: 9
INT: 10
WIS: 6 (-1)
CHR: 13 (max 5 hirelings, +1 loyalty)

Saving Throw & Mods: 14 (+2 vs death & poison)

Special Abilities:
Against foes of one hit dice (HD) or fewer, get one attack per level each combat round.
Choose one weapon at level 2 and gain +1 to hit and damage with it.

Background: Pirate Queen, need I say more?

Equipment:
Eyepatch
Tattoos
Parrot ("Cap'n Jack")
Backpack
Grappling Hook
Rope, 50ft (silk)
Rations, 5 days
Wineskin (wine), x3
Bottle of Rum, x2
Shovel
Food for Parrot

Weapons/Armour:
Pirate Cutlass [Long Sword, 1d6]
Pirate Knife [Dagger, 1d6-1]
Boarding Axe [Hand Axe, 1d6, range 10ft]
Boarding Pike [Spear, 1d6, range 20ft]
Chain Mail

Wealth:
GP: 25 24 SP: CP:

Rumours: The dreaded pirate Carmelo the Cursed buried his substantial treasure in the woods near Brandonsford or thereabouts.

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Valdus
Posts: 73
Joined: Sun Jun 05, 2022 1:59 am
Location: New Orleans, LA

Re: Characters

Post by Valdus »

Image

Name: Elrey of the Red Cloak
Class: Halfling Fighting Man
Level: 1
Race: Halfling
Alignment: Lawful
AC: 2
HP: 7
XP & Bonus:
Languages:

STR: 12
DEX: 14
CON: 10
INT: 10
WIS: 10
CHR: 12

Saving Throw & Mods: +4 on saving throws vs Magic

Background: It began with a brilliant red cloak embroidered in black runes. It was the moment Elrey became 'of the Red Cloak'. With his unusual strength and dexterity he fancied himself an adventurer in all the surrounding taverns.
Now it is time to prove it.

Spells: tragically none.

Equipment:
6 torches
backpack
bedroll
waterskin
1 week iron rations
10' pole
4 GP
Pouch & 20 stones

Weapons/Armor:
Plate Armor, Shield and Helm
Handaxe
Sling

Wealth:
GP: SP: CP:
Other:

Racial Abilities:
* Giants, ogres, and similar giant-type creatures such as trolls only inflict half the normal damage against halflings.
* Halflings receive a +2 to-hit when firing missile weapons in combat.
* When not engaged in combat, Halflings can make themselves hard to spot and move in almost total silence.

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