I think with the current state of affairs it might be a good idea to do a drop-in, drop out RP style
Going to make my sheet within the day.
Who Dares Wins.
Credit to VanityNoir.
So for the armor rating, full plate would be -10? Would full chainmail be around -5, and leather brigandine -1 to -3? and anything in the positive gives no real armor benifit?
---------- Post added at 12:16 AM ---------- Previous post was at 12:13 AM ----------
Oh, and almost done my sheet. I'll finish it up in the morning.
Again, most of my information is based on d20 3.5 D&D, so I may need this information roughly translated to your format.
Name: Captain Zoroff
Class: Dread Pirate (Specialized Thief/Fighter)
Racial benefits: None
Appearance: Five inch black hair, sun-tanned skin, soul patch, amber eyes. For a pirate, he has an oddly clean appearance. He wears a red doo rag, a wide brimmed hat with loose fitting wide brimmed hat. He wears a black pirate's coat with gold trim, thick leather boots, and black pants. He also wears a pair of gloves with pointed tips. These tips are little good as weapons, but allow him to use finer manipulation of objects, even through the gloves, and allows him to cut thin strings that may hold coin purses in place.
Skills(pick 3-10 most noticeable)
Sailing - 75
Mercantile - 50
Lying - 50
Intimidate - 50
Sight - 40
Dueling - 50
Acrobatics - 50
Speak Common Languages - 70 (Zoroff has spent much of his life traveling and living amongst different races. He has no "native" language, not even common, but can speak Common, Dwarven, Elven, and Orc on the level of a skilled non-native.)
Leadership - 50
Swimming - 50
Abilities(max 10, see Abilities)
Tricks of the Pirate King- Zoroff possess three spell-like abilities. (He calls them tricks) These abilities are more in the nature of supernatural manifestations of his pirating ways than a show of real, practiced magic. The only reason he uses (or can use) these three spells is because when he was first mate, his captain taught them to him as basic tricks any great pirate would need. These abilities can be practiced to slightly increase their effects, but they can never get past 40, and he can never learn anymore tricks.
Pirate's Stash (30) - Using a key in his possession, he can enchant this key to summon an enchanted chest when he inserts it and turns it in the air. This chest works like a bag of holding, having dimensions 4x3x3, but has a space that holds roughly 20x15x15. When the key is turned again, the chest disappears into another plane. If he loses the key, he can enchant another, but it creates a different chest. The other key is not deactivated. The only way to recover the chest is to find it in it's hiding place on the Ethereal plane. (Improving later increases the size of the chest.)
Shadow Dance - (30) Zoroff creates 5 illusionary clones of himself. These clones can fade too and from invisibility at will. They look realistic, but can't hurt anything.((Good for distractions, making enemies think he is faster than he appears, or making them think they are flanked. Improving later adds extra clones.))
Detect Treasure - (30) Zoroff is excellent at finding a score, to the point of it seeming... supernatural. This spell detects the basics that make up what most pirate's consider treasure - Gold, Copper, Silver, Platinum, Jewels, and other luxury items. (If improved later, increases range, and increases the variety in the definition of treasure.)
Quick Draw Attack- He is adept at drawing his weapon in a flash. It doesn't take an action for him to pull his weapon. Being adept at fencing, he can catch his opponent off guard with the speed at which he draws his weapon. Dodging the attack is nearly impossible.
Precision Strike - He strikes critical locations and weak points he notices as he fights, and predicts his opponents moves. He gains attack bonuses and deals additional damage based on dexterity and intellect.
Off Guard Advantage - He deals additional damage against an enemy who wasn't expecting the attack, including enemies who are the victims of his Quick Draw Attack.
Take Them Alive - Zoroff prefers taking more 'exotic' creatures alive, at least, back when he had his ship. Zoroff can attack the hands and feet, pinning the enemy, and is more proficient at disarming.
Ambidextrous - Zoroff can wield two weapons at a time with ease, and favors the two weapon fighting style.
Dread Pirate - Zoroff is a Dread Pirate; At one point, very recently, he was a terror of the high seas with a fleet of ships, plenty of gold, and one hell of a reputation. That still comes into play. Against who recognizes Zoroff, he gains a +10 to intimidation, and, if they are pirates looking for a ship, +10 to his leadership. In addition, Zoroff can predict basic things, such as direction, time, forecast of the weather, when the tides come in, and the rough value of various goods, based on sailing technique or experience. He also, like most pirates, has a home base, a treasure trove, and random stashes of cash in case this happens. Unfortunately, none are nearby...
Combat Intuition - Zoroff is very good at analyzing his enemy. He always knows his chances of winning; his enemies strength individually and relative to himself and crew. Every minute he spends fighting an enemy, he understands them better. As a battle progresses, Zoroff becomes harder to hit, and can hit his enemies easier and more precisely.
Heavy Pirate Clothing (2)
Rapiers (1d6, high crit chance)
Gold: None (On him)
N/A. Zoroff is a secretive person, who isn't going to tell you much you don't already know. However, his recent history is pretty easy to hear about. He is dead. So people say. The Dread Pirate Zoroff's ship was sunk recently by a rival pirate. No one survived. At least, that's what they say. Zoroff and his first mate, who would also be traveling with him, survived. The first mate, a mage, teleported them to safety. Now, with The Dangerous Game resting at the bottom of Sea of Fallen Stars, Zoroff is after three things. A ship. A crew. And revenge.
Last edited by Blu; 05-29-2011 at 02:04 PM.
Who Dares Wins.
Credit to VanityNoir.
Without dex bonus:
AC of 10 is normal clothing, so basically no decent protection.
AC of 8 is a suit of Leather Armour (Hard leather), good for the occasional bite or scratch.
AC of 5 is a suit of Studded Leather(leather with metal studs), giving basic protection against attacks.
AC of 3 is chainmail, good protection vs swords
AC of 2 is Splint Mail, chain mail with some plating.
AC of 0 is Plate Mail, chest piece
AC of -2 is Full Plate Mail, giving excellent protection against missiles and weapons.
The rest down is magical armour of great power, usually also some kind of plate. -5 to -10 is an almost impenetrable armour which belongs in the "epic" category, and thus is limited.
This means that a magical +3 AC Leather Armour would be equal to a normal Studded Leather and so on and so on. For the purpose of gameplay you are not allowed to create magical armour and weapons beyond +5 AC/+5 damage
EDIT: Added to starting topic.
@Blu I would prefer that you limited the skills part to 10 skills to keep it honest
Okay, thanks for clarifying that for me.
Name: Kostvel Stonegrinder
Racial Benefits: Average
Appearance: Kostvel has short military crpped brown hair, and green eyes set in a short shaved fair face. His body is characterized by the thick hard muscle of a stonesmith, and the minor scars and nicks from a mercenary company. His armor is well fit, but obviously bought at a dicount as it is in poor condition. His grey surcoat bears no emblem, and is tattered and frayed around the edges. It's secured by a wide leather belt with a few hard leather cases on it, and a coil of frayed and black rope around his stomach.
Formation fighting: 35
Toe the Line: Used to fighting defensively and gains bonus when defending.
Pinning spike: Uses the spike on a halberd/bardiche to pin an enemy to the ground
Strong sweep: When using a polearm, can sweep low to the ground kniocking nearby enemies off their feet, with a possibility of stunning them.
Left hand man: When defending in concert with a person on the left, both gain a small defence bonus.
Lock Arms: Able to do a punch combination with a chance of paralyzing an enemy's arms.
- Hardened Leather Breastplate, Cracked (AC 8)
- Studded Leather Gauntlets, Worn (AC 7)
- Hardened Leather Cap (AC 8)
- Studded Leather Boots, Worn (AC 7)
- Heavy Cloth Pants (AC 10)
- Heavy Wool Surcoat (AC 9)
- Pitted Halberd: (1d9)A halberd pitted with rust and obviously well used.
- Weatherbeaten Crossbow: (1d5)A crossbow with dried and cracked wood from long exposure.
- Small Hatchet: (1d4)Heavily used, Commonly seen throughout stuck in woodpiles.
- Rope (2m) Wrapped around waist
- Leather belt with small Cases
- Two weeks hard rations
- Small map
- Flint & Tinder
- Small hammer & Chisle
- Small unfinished stone carving
Gold: 1 Silver, 4 Copper
Biography: Born into a clan of Mason's, Kostvel grew up in the local quarry of Brost. He lived a fairly avereage life of a young boy, often getting in trouble for being where he wasn't supposed to be. Once he reached the age of fourteen, he began his apprenticeship as a mason, beginning as a roughcutters helper. Eventually he managed to work his way up through his first and second year of apprenticeship.
After turning eighteen and finishing his second year apprenticeship as a mason, much changed. Due the the strong martial pride in his clan, Kostvel, like many other boys his age were indentured with the local mercenary company. This was to make them world wise, and teach them important fighting skills. Once they finished their indenture, they could come back and complete their apprenticeship.
Kostvel served with the Iron Gauntlet Obudshaer, a halberd unit based out of Athkatla. Through his four year indentureship, he became well versed in the use of various polearms, formation fighting, and the fisticuff style of the Obudshaer, known as "Last Strike". He also learned basic survival techniques, and cartography.
Finishing his indentureship at 22, and wanting to travel the world some more, he spent the remaining money he had on basic armor and weapons and set out. Eventually passing through many towns, he heard in Elversult that a mercenary contract for five-thousand Gold was being offered at Assam.
Purchasing the required travel rations, he set out on foot down the long track down and around the Shining Plains with a few other travelers also heading the same direction. Finally arriving in Assam,
Last edited by Kostvel; 05-29-2011 at 11:28 AM.
Well, if using the dice(points), the average halberd does 1d12 damage (1-12)
Crossbows are fairly weak in the official D&D, but using custom rules would go with 1d6 (1-6) Armour piercing, which is +2 vs anything below AC 1.
And non combat hatchets are 1d4 (1-4)
Other than that, excellent sheet!
IC has gone gold.
Name: Glith Praere
Racial benefits : Resistance to Magic, Resistance to Piercing
Credit to Deviantart!
DEX: 17 (Magical)
WIS: 16 (Magical)
CHR: 15 (Magical)
General healing spells
Two-handed weapons - 70
Running - 15
Climbing - 10
Reading - 25
Lore - 25
Disarm - 10
Dancing - 30
Stealth - 10
Jewelry Crafting - 40 (60 to create flawless)
Common Languages - 25
Can temporarily switch limbs with opponent. This has no effect on the health of the target, but it can have an effect on anything the target does with it.
Can permanently improve a single character stat of the target by one point. Requires 5 flawless diamonds.
Can temporarily improve a skill by 30 points (max 100). Using this skill drains the user to the point of exhaustion, having to rest right after the spell wears off.
Can melt metal to create or destroy weapons and armour without a heat source.
This is a one of a kind armour created specifically for Glith. It offers normal protection but enhances the user making him more agile, improving the thought process and giving a certain flair. Even though the armour is magical it is affected by wear and tear, reducing it's protection over the centuries.
Class: Full Plate Mail
This two handed sword has seen extensive use but doesn't look shabby. The sword is littered with engravings, and on the hilt "For Kaylee" can be seen.
Damage 1d12 +3
Class: Two handed
Special: Removes any protection magic on touch.
A large pouch, contents unknown.
A full scroll case.
A small package with a piece of paper.
7321 Gold pieces
It's hard to say where Glith came from, but it's all too clear he isn't normal or natural. An animated body encased in full armour, it's hard to bargain with something that is so intimidating. Despite all these features Glith is actually a very charming entity, being able to speak with any race and any kind. Whether this is the result of an embedded enchantment or an actual personality is unknown. Assam is one place he is widely known, having helped or hired out more than any other mercenary. Glith has seen people be born and die, gaining knowledge of life and death. Whether he has or had any family is unknown to anyone but him.
Okay. Adding the values, but dropping em a little. It's not very good quality weapons.