Character Creation.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 3 posts
 Rule Number One:
 The DM is always right.
Fri 17 Apr 2015
at 01:58
Character Creation
[This is just the recommended order of the process of creating a character.  You'll put this information in piece by piece wherever it fits in the character template.]

1.  Race.  Any race from the core book can be used.  Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-elf, Half-orc, Tiefling.  Note your race's age, alignment, size, speed, languages, sub-race choice, and special race abilities.  Note if you will be taking advantage of the variant human traits to gain a feat.  As you level up, you will have the opportunity to gain more feats through the optional feats rule.

2.  Class. Any class from the core book can be used.  Barabarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard.  Note your class' hit die, primary ability, saving throw proficiencies, armor and weapon proficiencies, skill proficiencies [mark each these with a (C), then mark the ones you choose to be proficient in with an *], and special class abilities.  All characters begin at level one, or at the average level of the group if the character is joining later on in the game.

3.  Ability Scores. Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.  To keep things quick and simple, use this standard array: 15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1).  Assign each number (and it's modifier) to an ability in any order you choose. Use a * to denote scores affected by racial increases/proficiency bonus.

4.  Describe your character.  Name, sex, height and weight, other distinguishing physical characteristics, alignment (no evil alignments).

5.  Personality and Background.  Personality traits, ideals, bonds, flaws, and background.  Core backgrounds:  Acolyte, Charlatan, Criminal, Entertainer, Folk Hero, Guild Artisan, Hermit, Noble, Outlander, Sage, Sailor, Soldier, Urchin.  Note the background's proficiencies [mark these skills with a (B)], languages, equipment, and feature or variant options.  Each player starts with a point of Inspiration. See below for additional background options.

6.  Equipment.  Choose from the equipment options provided by your character's class and background.  Take a free trinket to give some depth or quirkiness to your character.  Note the appropriate details of your character's armor, shield, and weapon.  List any adventuring gear, tool, and mounts the character possesses.

7.  Play style. Tell me how your character will work within a group and how you envision your character advancing over the next 7-8 levels.  Also, as a player, what do you value most in a D&D game:  Social interaction, Exploring new places, Making things happen (the DM has to react to your actions), Combat fighting, Optimizing your character, Solving problems, Contributing to the story/plot.

Additional Background Options

As the Cult of the Dragon has grown bolder, its actions have drawn attention.  Your character has stumbled into the Cult's scheme in some manner or has a connection to dragons.  The following table provides you with bonds tailored to this campaign.  Choose or roll to gain one of them them in place of or in addition to the ones you selected from your background.

Optional Bond (d10)
  1. Leosin Erlanthar, a wandering monk, once saved your life.  He's sent urgent word for you to meet him in a small town called Greenest.  Looks like it's time to pay off that debt.
  2. When an orc raid drove your family from your home, the people of Greenest took you in.  Anyone who threatens Greenest is your sworn enemy.
  3. Every five nights, you have a strnge sequence of apocalyptic dreams.  The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire.  Each time, the dream ends with ten evil eyes glaring at you from the darkness.  You feel a strange compulsion to travel to Greenest.  Perhaps the answer to the riddle awaits you there.
  4. Ontharr Frume, a crusading warrior and champion for good, is your friend and mentor.  He has asked you to travel to Greenest in search of rumors of increasing dragon activity.
  5. You have heard rumors that your close childhood friend, a half-elf named Talis, has been kidnapped by a strange group of dragon cultists.  Your investigations into the cult have led you to the town of Greenest.  You must save her!
  6. Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attacked you.  You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges.  You're hoping to lie low in a sleepy little town called Greenest until this blows over.
  7. On his deathbed, your father confessed that he had become involved with a group called the Cult of the Dragon.  They paid him to smuggle goods across the Sword Coast.  Wracked with guilt, he begged you to investigate the cult and undo the evil he may have helped foster.  He urge you to begin your search in a town called Greenest.
  8. The dragon destroyed everything you hold dear.  They killed your family and destroyed your home.  Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.
  9. You and your family were members of the Cult of the Dragon, until your rivals in the cult arranged to wipe you out.  Though they slaughtered our kin, you survived, but they think you're dead.  Now is your chance for vengeance!  Your hit list consists of three names:  a human cultists named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir.  You have arrived in Greenest, knowing it's next on the cult's list of targets.
  10. You have a secret.  You once were a gold dragon who served Bahamut.  You were too proud and vain, to the point that Bahamut decided to teach you a lesson.  You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow.  You remember only one thing with perfect clarity:  Bahamut's command to go into the world and prove your devotion to the cause of good.  If you prove worthy, on your death you will return to his side in your true form.

Optional Features
These are optional features that you can choose in place of the feature normally granted by your background.

-Optional Feature:  Cult of the Dragon Infiltrator.
You have infiltrated the ranks of the Cult of the Dragon.  Having spied on the organization for quite some time, you are familiar with its inner workings and customs.  You have a second identity as an initiate of the cult, enough of a fašade to blend in as a simple grunt or servant.

-Optional Feature:  Dragon Scholar.
You have studied dragons and their lore for many years.  You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight.  If you fail an Intelligence check to recall lore related to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.

This message was last edited by the GM at 14:32, Fri 17 Apr 2015.

Dungeon Master
 GM, 4 posts
 Rule Number One:
 The DM is always right.
Fri 17 Apr 2015
at 05:37
Character Template
Name:
Class & Level:
Race:
Background:
Alignment:
Experience Points:

__ Inspiration
__ Proficiency Bonus

__ Strength (save: __)
__ Dexterity (save: __)
__ Constitution (save: __)
__ Intelligence (save: __)
__ Wisdom (save: __)
__ Charisma (save: __)

__ Acrobatics (Dex)
__ Animal Handling (Wis)
__ Arcana (Int)
__ Athletics (Str)
__ Deception (Cha)
__ History (Int)
__ Insight (Wis)
__ Intimidation (Cha)
__ Investigation ( Int)
__ Medicine (Wis)
__ Nature (Int)
__ Perception (Wis)
__ Performance (Cha)
__ Persuasion (Cha)
__ Religion (Int)
__ Sleight of Hand (Dex)
__ Stealth (Dex)
__ Survival (Wis)

__ Passive Wisdom (Perception)

__ Armor Class
__ Initiative
Speed:

__ Current Hit Points
__ Temporary HP
__ Hit Dice (__ Total)
Death saves: __ Successes / __ Failures

Attack:  [Name].  [Atk bonus].  [Damage/type].
Attack:  [Name].  [Atk bonus].  [Damage/type].

Spellcasting details: [Describe effects of commonly used spells.]

Background:
Personality Traits:
Ideals:
Bonds:
Flaws:

Features and Traits:
-
-


Other Proficiencies:

Languages:

__ CP.  __ SP.  __ EP.  __ GP.  __ PP.

Equipment:

Treasure:

Age:
Gender:
Size:
Height:
Weight:
Eyes:
Skin:
Hair:
Other appearance details:

Character Backstory:

Allies and Organizations:

Player's Play Style Notes:

[The following only if you are a spellcaster.]

Spellcasting class:
Spellcasting ability:
__ Spell save DC
__ Spell Attack Bonus

Cantrips:

Spells listed by level:

This message was last edited by the GM at 07:08, Fri 17 Apr 2015.

Dungeon Master
 GM, 5 posts
 Rule Number One:
 The DM is always right.
Fri 17 Apr 2015
at 06:05
Re: Character Example
[Here is a randomly generated character for an example.]

Name:  Lilli "Filchbetter" Murnig
Class & Level: Paladin 1
Race:  Gnome (Forest)
Background: Sage (Astronomy specialty)
Alignment: NG
Experience Points: 0

1 Inspiration
+2 Proficiency Bonus

15 (+2) Strength (save: +2)
9 (-1) *Dexterity (save: -1)
12 (+1) Constitution (save: +1)
12 (+1) *Intelligence (save: +1)
13 (+1) Wisdom (*save: +3)
14 (+2) Charisma (*save: +4)

-1 Acrobatics (Dex)
+1 Animal Handling (Wis)
+3 *Arcana (Int) (B)
+4 *Athletics (Str) (C)
+2 Deception (Cha)
+3 *History (Int) (B)
+1 Insight (Wis) (C)
+2 Intimidation (Cha) (C)
+1 Investigation ( Int)
+1 Medicine (Wis) (C)
+1 Nature (Int)
+1 Perception (Wis)
+2 Performance (Cha)
+4 *Persuasion (Cha) (C)
+1 Religion (Int) (C)
-1 Sleight of Hand (Dex)
-1 Stealth (Dex) (Disadvantage when in Chain Mail)
+1 Survival (Wis)

11 Passive Wisdom (Perception)

18 Armor Class
-1 Initiative
Speed:  25 ft. (base walking)

11 Current Hit Points
0 Temporary HP
d10 Hit Dice (1 Total)
Death saves: __ Successes / __ Failures

Attack:  Battle Axe.  +2 atk.  1d8 (1d10) slashing damage (Versatile).
Attack:  Hand Axe.  +2 atk.  1d6 slashing damage (Light, thrown range 20/60).

Spellcasting details: [Describe effects of commonly used spells.]
{Note to self:  Check on this at level 2.}

Background:  Sage.  Astronomy specialty.  Feature: Researcher (Knows where to search for specific information)
Personality Traits:  There's nothing I like more than a good mystery.
Ideals:  Beauty.  What is beautiful points us beyond itself toward what is true. (Good)
Bonds:  It's my duty to protect my students.
Flaws:  I can't keep a secret to save my life, or anyone else's.

Features and Traits:
-Dark Vision (60 ft.)
-Gnome Cunning (Advantage on Int, Wis, & Cha saves vs. magic)
-Natural Illusionist (Minor Illusion cantrip)
-Speak with small beasts
-Divine Sense (Sense strong sources of Good and Evil w/in 60 ft. 3 times/day)
-Lay on Hands (Pool of healing points = paladin level x 5.  Replenished by long rest)

Other Proficiencies:  All armor, shields.  Simple & martial weapons.

Languages:  Common, Gnomish.  Celestial, Elvish.

__ CP.  __ SP.  __ EP.  10 GP.  __ PP.

Equipment: A battle axe and a shield.  A hand axe.  A priest's pack (backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days rations, waterskin).  Chain mail and a holy symbol.  A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question she has not yet been able to answer, a set of common clothes, a belt pouch.

Treasure:  A vial of dragon's blood (trinket).

Age: 33.
Gender: Female.
Size: Small.
Height: 3'5".
Weight: 40 lbs.
Eyes: Green.
Skin: Tan.
Hair:  Dark brown.
Other appearance details:  Favors loose green clothing with shining, golden embroidery.

Character Backstory:  Raised in the forest by her father and two older brothers, she grew up valuing strength of body.  When she went through her rebellious phase, she left her family and their forest home to go to school in the city and strengthen her mind.  She loved learning, but realized she loved her old homeland more.  She decided to return home, but found that a young dragon had attacked, killed her father and one of her brothers, and destroyed most of their home.  Her father has wounded the beast, and she was able to collect some of the beast's blood from his weapon.  She keeps this in a vial and has a special loathing for all dragons because of this event.  As she nursed her last brother back to health, she gained a deep conviction of the sanctity of life and of nature.  She dedicated herself to the cause of [insert appropriate god here].  She was not content to just preach these tenets as a cleric, but committed to act on them and vowed to defend these things with her life as a paladin of her god.  As she fights for her cause, she continues to study and improve her mind, learning where she might be most needed and how to be the best tool of her god.

Allies and Organizations:  None yet.

Player's Play Style Notes: I plan to have her take the "Oath of the Ancients" path when she reaches 3rd level, because she feels a strong connection to the ancient trees of the forests.  In a group, she stays positive, acts decisively, and can be somewhat pedantic at times.  As long as it doesn't violate her religious tenets, she'll yield to the majority vote of the group.  I'm interested in exploring the flavors of the story setting and fighting the good fight.  Since this is a play-by-post, and the story moves slower by the nature of this medium, I like to see the metaplot/storyarch progress without too many distractions, and I'll try to have her act accordingly to help out with that.

[The following only if you are a spellcaster.]

Spellcasting class: Forest Gnome
Spellcasting ability: Intelligence
11 Spell save DC
+3 Spell Attack Bonus

Cantrips:
-Minor Illusion:  Create a sound or image.  (1 action, w/in 30 ft., Somatic & Material, lasts 1 minute.)

{Note to self:  Will gain spell casting abilities at 2nd level.}

Spellcasting class: Paladin
Spellcasting ability: Charisma
12 Spell save DC
+4 Spell Attack Bonus

Cantrips:

Spells listed by level:

This message was last edited by the GM at 07:28, Fri 17 Apr 2015.

Dungeon Master
 GM, 140 posts
 Rule Number One:
 The DM is always right.
Wed 13 May 2015
at 00:22
Re: Character Example
When I started this game, I hadn't checked for a  new character sheet in the Heaven forum.  Turns out, they have a very nice one there that organizes the character information in a useful, easy-read-table.

Now, no one has to redo their character sheet, but I thought I'd post the code for it here for those who were interested (though, I may be the last one to have discovered this.)

 CODE:

  <table width="700">
  <tr><td><b><small>  Basic Information  </small></b></td></tr><tr><td><Mono>
   Character Name  :                          Height :
   Character Race  :                          Weight :
   Background      :                          Age    :
   Alignment       :                          Eyes   :
   Deity           :                          Hair   :
   Total Level     :                          Size   :
   Current XP      :                          Speed  :

  </Mono></td></tr>
  <tr><td><b><small>  Character Class Information  </small></b></td></tr><tr><td><Mono>
   Level  1 Class :                         Max HP * :
   Level  2 Class :                         HP Roll* :
   Level  3 Class :                         HP Roll* :
     *HP without con modifiers.

   Background :
   -Skill Prof :
   -Tool Prof  :
   -Feature    :

  </Mono></td></tr>
  <tr><td><b><small>  Ability Scores  </small></b></td></tr><tr><td><Mono>
   Strength     : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Dexterity    : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Constitution : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Intelligence : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Wisdom       : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Charisma     : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc

   Carry Capacity   : 000 lbs.    Str x 15
   Lift, Drag, Push : 000 lbs.    Str x 30

  </Mono></td></tr>
  <tr><td><b><small>  Inspiration  </small></b></td></tr><tr><td><Mono>
   Inspired : Yes / [No]   Using inspiration gives you advantage.

   Personality Traits :
   Ideals :
   Bonds  :
   Flaws  :

  </Mono></td></tr>
  <tr><td><b><small>  Combat Statistics  </small></b></td></tr><tr><td><Mono>
   Hit Points    : 00         Current HP : 00
   Proficiency   : +0         Temp HP    : +0
   Initiative    : +0         Total HD   :  1  [-]

   Base Melee    : +0     0 Prof + 0 Str + 0 misc
   Base Ranged   : +0     0 Prof + 0 Dex + 0 misc
   Base Spell    : +0     0 Prof + 0 Mod + 0 misc

   Armor Class   :  8     8 armor + 0 shield + 0 Dex + 0 misc

   Vulnerability :
   Resistance    :

  </Mono></td></tr>
  <tr><td><b><small>  Senses  </small></b></td></tr><tr><td><Mono>
   Passive Perception     : 10  10 + 0 prof + 0 Wis + 0 adv* + 0 misc
   Passive Investigation  : 10  10 + 0 prof + 0 Int + 0 adv* + 0 misc
   Passive Insight        : 10  10 + 0 prof + 0 Wis + 0 adv* + 0 misc
    *Add or subtract 5 to passive based on having advantage or disadvantage.

   Vision :

  </Mono></td></tr>
  <tr><td><b><small>  Saving Throws  </small></b></td></tr><tr><td><Mono>
   Strength     : +0    0 prof + 0 Str + 0 misc
   Dexterity    : +0    0 prof + 0 Dex + 0 misc
   Constitution : +0    0 prof + 0 Con + 0 misc
   Intelligence : +0    0 prof + 0 Int + 0 misc
   Wisdom       : +0    0 prof + 0 Wis + 0 misc
   Charisma     : +0    0 prof + 0 Cha + 0 misc

   Conditional Bonuses and Penalties :

   Death Saves
   Successes : [-],[-],[-]
   Failures  : [-],[-],[-]

  </Mono></td></tr>
  <tr><td><b><small>  Racial Abilities and Features  </small></b></td></tr><tr><td><Mono>
   Size            :
   Speed           :
   Vision          :

  </Mono></td></tr>
  <tr><td><b><small>  Class Abilities and Features  </small></b></td></tr><tr><td><Mono>
   Armor   :
   Weapons :
   Tools   :

   Saving Throws :
   Skill Prof.   :

  </Mono></td></tr>
  <tr><td><b><small>  Skills and Languages  </small></b></td></tr><tr><td><Mono>
   [P] denotes a skill that a character is proficient in

   [ ] Acrobatics         : +0    0 prof + 0 Dex + 0 misc
   [ ] Animal Handling    : +0    0 prof + 0 Wis + 0 misc
   [ ] Arcana             : +0    0 prof + 0 Int + 0 misc
   [ ] Athletics          : +0    0 prof + 0 Str + 0 misc
   [ ] Deception          : +0    0 prof + 0 Cha + 0 misc
   [ ] History            : +0    0 prof + 0 Int + 0 misc
   [ ] Insight            : +0    0 prof + 0 Wis + 0 misc
   [ ] Intimidation       : +0    0 prof + 0 Cha + 0 misc
   [ ] Investigation      : +0    0 prof + 0 Int + 0 misc
   [ ] Medicine           : +0    0 prof + 0 Wis + 0 misc
   [ ] Nature             : +0    0 prof + 0 Int + 0 misc
   [ ] Perception         : +0    0 prof + 0 Wis + 0 misc
   [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
   [ ] Persuasion         : +0    0 prof + 0 Cha + 0 misc
   [ ] Religion           : +0    0 prof + 0 Int + 0 misc
   [ ] Sleight of Hand ^  : +0    0 prof + 0 Dex + 0 misc
   [ ] Stealth            : +0    0 prof + 0 Dex + 0 misc (Disadv with armor)
   [ ] Survival           : +0    0 prof + 0 Wis + 0 misc

   Languages : Common

   Conditional Bonuses and Penalties :

  </Mono></td></tr>
  <tr><td><b><small>  Feats  </small></b></td></tr><tr><td><Mono>


  </Mono></td></tr>
  <tr><td><b><small>  Money and Equipment  </small></b></td></tr><tr><td><Mono>
   Armor     :
   Belt      :
   Body      :
   Chest     :
   Eyes      :
   Feet      :
   Hands     :
   Head      :
   Headband  :
   Neck      :
   Ring #1   :
   Ring #2   :
   Shield    :
   Shoulders :
   Wrists    :

   Weapon    :
   Weapon    :

   Other Equipment :

   Money :  0 GP

  </Mono></td></tr>
  <tr><td><b><small>  Magic  </small></b></td></tr><tr><td><Mono>
   Level 0     0 spell slots per day    0 bonus    DC 8 (8 + level + 0 ability)
      Known/Prepared:

   Level 1     0 spell slots per day    0 bonus    DC 8 (8 + level + 0 ability)
      Known/Prepared:

   Level 2     0 spell slots per day    0 bonus    DC 8 (8 + level + 0 ability)
      Known/Prepared:

  </Mono></td></tr>
  <tr><td><b><small>  Spellbook  </small></b></td></tr><tr><td><Mono>
   Level 0 :
   Level 1 :
   Level 2 :

  </Mono></td></tr></table>





Looks like this:

 
  Basic Information 

   Character Name  :                          Height :
   Character Race  :                          Weight :
   Background      :                          Age    :
   Alignment       :                          Eyes   :
   Deity           :                          Hair   :
   Total Level     :                          Size   :
   Current XP      :                          Speed  :

 
  Character Class Information 

   Level  1 Class :                         Max HP * :
   Level  2 Class :                         HP Roll* :
   Level  3 Class :                         HP Roll* :
     *HP without con modifiers.

   Background :
   -Skill Prof :
   -Tool Prof  :
   -Feature    :

 
  Ability Scores 

   Strength     : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Dexterity    : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Constitution : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Intelligence : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Wisdom       : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc
   Charisma     : 00 (+0)     00 std array + 0 racial + 0 level + 0 misc

   Carry Capacity   : 000 lbs.    Str x 15
   Lift, Drag, Push : 000 lbs.    Str x 30

 
  Inspiration 

   Inspired : Yes / [No]   Using inspiration gives you advantage.

   Personality Traits :
   Ideals :
   Bonds  :
   Flaws  :

 
  Combat Statistics 

   Hit Points    : 00         Current HP : 00
   Proficiency   : +0         Temp HP    : +0
   Initiative    : +0         Total HD   :  1  [-]

   Base Melee    : +0     0 Prof + 0 Str + 0 misc
   Base Ranged   : +0     0 Prof + 0 Dex + 0 misc
   Base Spell    : +0     0 Prof + 0 Mod + 0 misc

   Armor Class   :  8     8 armor + 0 shield + 0 Dex + 0 misc

   Vulnerability :
   Resistance    :

 
  Senses 

   Passive Perception     : 10  10 + 0 prof + 0 Wis + 0 adv* + 0 misc
   Passive Investigation  : 10  10 + 0 prof + 0 Int + 0 adv* + 0 misc
   Passive Insight        : 10  10 + 0 prof + 0 Wis + 0 adv* + 0 misc
    *Add or subtract 5 to passive based on having advantage or disadvantage.

   Vision :

 
  Saving Throws 

   Strength     : +0    0 prof + 0 Str + 0 misc
   Dexterity    : +0    0 prof + 0 Dex + 0 misc
   Constitution : +0    0 prof + 0 Con + 0 misc
   Intelligence : +0    0 prof + 0 Int + 0 misc
   Wisdom       : +0    0 prof + 0 Wis + 0 misc
   Charisma     : +0    0 prof + 0 Cha + 0 misc

   Conditional Bonuses and Penalties :

   Death Saves
   Successes : [-],[-],[-]
   Failures  : [-],[-],[-]

 
  Racial Abilities and Features 

   Size            :
   Speed           :
   Vision          :

 
  Class Abilities and Features 

   Armor   :
   Weapons :
   Tools   :

   Saving Throws :
   Skill Prof.   :

 
  Skills and Languages 

   [P] denotes a skill that a character is proficient in

   [ ] Acrobatics         : +0    0 prof + 0 Dex + 0 misc
   [ ] Animal Handling    : +0    0 prof + 0 Wis + 0 misc
   [ ] Arcana             : +0    0 prof + 0 Int + 0 misc
   [ ] Athletics          : +0    0 prof + 0 Str + 0 misc
   [ ] Deception          : +0    0 prof + 0 Cha + 0 misc
   [ ] History            : +0    0 prof + 0 Int + 0 misc
   [ ] Insight            : +0    0 prof + 0 Wis + 0 misc
   [ ] Intimidation       : +0    0 prof + 0 Cha + 0 misc
   [ ] Investigation      : +0    0 prof + 0 Int + 0 misc
   [ ] Medicine           : +0    0 prof + 0 Wis + 0 misc
   [ ] Nature             : +0    0 prof + 0 Int + 0 misc
   [ ] Perception         : +0    0 prof + 0 Wis + 0 misc
   [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
   [ ] Persuasion         : +0    0 prof + 0 Cha + 0 misc
   [ ] Religion           : +0    0 prof + 0 Int + 0 misc
   [ ] Sleight of Hand ^  : +0    0 prof + 0 Dex + 0 misc
   [ ] Stealth            : +0    0 prof + 0 Dex + 0 misc (Disadv with armor)
   [ ] Survival           : +0    0 prof + 0 Wis + 0 misc

   Languages : Common

   Conditional Bonuses and Penalties :

 
  Feats 



 
  Money and Equipment 

   Armor     :
   Belt      :
   Body      :
   Chest     :
   Eyes      :
   Feet      :
   Hands     :
   Head      :
   Headband  :
   Neck      :
   Ring #1   :
   Ring #2   :
   Shield    :
   Shoulders :
   Wrists    :

   Weapon    :
   Weapon    :

   Other Equipment :

   Money :  0 GP

 
  Magic 

   Level 0     0 spell slots per day    0 bonus    DC 8 (8 + level + 0 ability)
      Known/Prepared:

   Level 1     0 spell slots per day    0 bonus    DC 8 (8 + level + 0 ability)
      Known/Prepared:

   Level 2     0 spell slots per day    0 bonus    DC 8 (8 + level + 0 ability)
      Known/Prepared:

 
  Spellbook 

   Level 0 :
   Level 1 :
   Level 2 :

 

This message was last edited by the GM at 00:23, Wed 13 May 2015.