Red

Submissions for GirlElfs D&D-esque Plot go here.
1 post Page 1 of 1

Red

Quote

Post by Ayesac »

(might be missing some stuff..)

<<>Player Info<>>
IRC Nick: The_RedDragon
Real Name (Optional):
Sheet Approved by: (GM Name)
_______________________________________________________________________
<<>Character Description<>>
Name: Red
Race: Half-Elf
Height:5'9
Weight:170lbs
Appearance:

Eye Color: Green
Hair Color: Brown
Notable Features:

<<>Character Personality<>>
Favorite Food:
Likes:
Dislikes:
Favorite Color:
Fears:

<<>Character Background<>>
History:
Druid :)

Notable Accomplishments:
Training (If any):

<<>Weapons<>>
Weapon Name: Mod #: Effect of weapon

Scimitar:?

Name: Long Bow
Price: 200
Augmentation Slots:1
Roll Bonus:+5
Damage Modifier:: 1.2
DC to Make:30

<<>Armor<>>
Hide Armor

Wooden Shield

<<>Items<>>
Backpack with: 3 torches, Waterskins, Bedroll, Sack, one day's rations, and Flint & Steel
Quiver of Arrows
_______________________________________________________________________
<<>Statistics<>>
500 points to distribute

Vital Statistics

Every 10 points in a stat offers a +1 bonus to roll, removing the divided equation.

Physical

Health: _70____
Health Roll: __7___ (+1 to every 10 Health)
HP: __2800____ / __2800__ hp (Health * 40)

Dexterity: 50
Flat Foot Dodge: 14 (+1(2) per 10 Dex points + Reaction skill)
Dodge Roll: 14 (+1(2) to 10 Dex points + Roll Skill)
Physical Attack Roll: 5 (+1 to 10 Dex points + Martial Arts/Weapons Proficiency Skills)

Strength: 40
Inventory Slots/Comfortable Carry 4 (+1 slot per 10 points in Strength)
Base Damage: 120 (+1 per 10 points Strength * 30)
Max Carry Weight: 160 (+1 per 10 points Strength * 40) lbs (pounds)
Weapon Damage: _________ (Base Damage x Weapon mod.)

1 slot - light and easy to conceal items like potions, watches, small knife
2 slots - smg, can be concealed with a slight of hand roll, or the weapon can be modified to be concealable
3 slots - can't be concealed,grenade launchers, sniper rifles,large sword etc

Endurance: 50
Defense (Damage Absorb): 200 (+1 point per 10 Endurance *40)
Survival Roll: 5 (Every 10 points of Endurance = +1 to roll)

Mental:

Intelligence: 140
MP: _______ / 700 mp (Intelligence * 5)
Skill Points: _560_(520 used) (Int * 4)

Magic Affinity: 60
Magic Attack Roll: 12 (10 points in Magic = +1(+2) + Arcane Arts or Psionic Mastery)
Magic Level: 3 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery)

Spirit: 50+/- _______
Base Magic Damage: 465 ( 30*([(Spirit +1/10 points) + (Arcane Arts skill level)]* Spell Mod)

Willpower: 30
Mental/Magic Defense Roll: 3 (Every 10 points = +1 +Psionics or Arcane Arts)
Magic Damage Soak: 120 (Willpower Bonus +1 per 10 points*40)
(Counter Magic is now on a crit and Feat can increase chances. That will go under Unique Feats)

Luck: 10
Luck Roll: 1 d1000+(1 point to 10 points in Luck)
_______________________________________________________________________

<<>Skills<>>
An (X) Beside the skill means you can try to use it with a -25 penalty even if you don't have any levels in it.
Skill Points (SP) are earned by taking the Intelligence Statistic and multiplying it by 4. These points may be spent on Skills, or with GM approval and met criteria, on Advanced Skills. Remember you have to spend 10 points for the first point in a skill.

Skills add a +1 to the roll per each point given, up to +50 max in a skill.

1-5 newbie, 6-15 intermediate, 16-25 excellent, 26-40 terrific, 41-49 Master, 50 Untouchable

Athletic Skills
<skill> <level> <points>
Running 13=+2
Balance 16=+3
Swim 20 =+4
Climb 20 =+4
Move slowly 13= +2
Roll 20=+4
Reaction 20=+4

Honed Perception Skills
<skill> <level> <points>


Minor Skills
<skill> <level> <points>
Concentrate
Listen 20 = +4
Search 20 = +4
Hide 20 = +4
Spot 20 = +4
Monster Training 20 = +4

Combat Skills
<skill> <level> <points>
Projectile Weapons 16=+3
Melee Sharp 25=+5

Magic Skills
<skill> <level> <points>
Arcane Arts 200= +19

Knowledge Skills
<skill> <level> <points>
Knowledge: Nature 20 = +4
Wilderness Lore 20 = +4

Vehicle Skills
<skill> <level> <points>


Survival Skills
<skill> <level> <points>
First Aid 20 = +4

Crafting Skills
<skill> <level> <points>

ADVANCED:

Druid Spells
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Learn spells to put Mother Nature at your command. This allows characters to add Druid spells to their spell repertoire and cast them stronger.

Scribe Scroll
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Gives you the ability to write a scroll that another person can use, provided they have a sufficient magic affinity to cast the spell.
_______________________________________________________________________

-= Feats =-

General Feats = For any character, able to be purchased by anyone
Specific Feats = For specific unique types of beings that it would make sense for them to have.
Individualized Feats = meant for only one specific character. Those Feats with a * by them indicate that these are Feat spots you choose at character creation. Do not add more.

* Feat 1 (Free) -
Arcane Mastery
Stat: Magic Affinity
Enhancement: +10 to Arcane Arts rolls

* Feat 2 (100 SP)-
Animal Friendship
Stat: Will Power
Enhancement: +10 to Monster Trainer checks or dealing with Animals.

* Feat 3 (200 SP)-
Improved Magic Affinity
Associated Statistic: Magic Affinity
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

* Feat 4 (300 SP)-
Nature Sense:
Helps identify plants and Animals (Their name and special traits), and can tell if water is safe to drink or dangerous (polluted, Poisoned or Otherwise unfit for consumption)

* Feat 5 (400 SP)-
Portal Movement
Associated Statistic: Magic Affinity
Effect: This allows a character to open portal to any marked location through use of a portal stone marker. A portal stone once set can not be tampered with, failing arcane intervention or physical removal by the user. The user can open a portal at any location, however the point of exit must be a set portal stone. Setting a portal stone does not require a roll, however it does take 3 combat rounds. In order for something to pass through, it must be actively moved (molten rock, air, water that would flow through will not pass).

* Feat 6 (500 SP)-
Improved Dodge
Associated Statistic: Dexterity
Effect: This improves the Flat Foot and regular Dodge Rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: Amy has a 40 Dexterity. She would normally earn +4 to Flat Foot Dodge. She doubles this to become +8 with this Feat.

Feat 7 (600 SP)-
Feat 8 (700 SP)-
Feat 9 (800 SP)-
Feat 10(1000SP)-
Feat 11(1500SP)-
Feat 12(2000SP)-
Feat 13(4000SP)-
Feat 14(6000SP)-
Feat15(10000SP)-
_______________________________________________________________________

Zenith Stones are special stones that were given to the DW group and Zon or Sephiroth have spare ones for each new player character in the game. All characters are considered to have one once it is determined they are in the group and Sephiroth or Zon passes one to the character. For now just note that it is there.

Zenith Stones: 1

-=Zenith Stones=-
( ) ( )

( ) ( )
Zenith Stones
( ) ( )

( ) ( )

_______________________________________________________________________

-=Magic/Psionics=-

Arcane Arts: (Magic Spells)

Druid Spells:

Entangle: This spell must be cast on something light that is capable of twisting and coiling. The spell causes light rope, cord, wires and other such things to take on a life of their own, twisting and snarling in an attempt to trip or trap enemies. Enemies attempting to pass near the objects must either declare moving through carefully (slowing their speed significantly) or pass a reaction check DC 30 to avoid being tangled. 40MP

Charm Animal: Makes one animal your friend.



Summon Nature’s Ally II: Summons a native creature of an area to fight for the caster on the caster’s turn. (Wolf, Dingo, Hyena, etc) 60MP

Summon Swarm: Summons swarm of bats, rats, or spiders or other pests of up to 10. They attack on the caster’s turn for 1d10*100 damage. 55MP

Call Lightning:Calls down lightning bolts from sky for *3 electrical damage on a target. 90

Cure Moderate Wounds: Heals wounds for *2 cure. 60MP


Psionic Mastery: (Psionic Abilities)
_______________________________________________________________________

-=Zenith Stones=-
_______________________________________________________________________

-=Equipment=-

Weapon:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-=Inventory=-

Item Name Purpose Effect
(Heal, Attack, Equip, Special)

________________________________________________________________

Vehicles
________________________________________________________________

Cyber Bakuroth
_________________________________________________________________

Special Notes:
Ayesac
Posts: 20
Joined: October 15th, 2008, 6:04 am

1 post Page 1 of 1