Post Your Character Sheet Here.   Posted by Westen.Group: 0
Westen
 GM, 40 posts
 Local Administrator
Fri 17 Aug 2018
at 19:18
Post Your Character Sheet Here
To avoid cluttering the OOC thread, here's where you can submit your character sheet for final confirmation.
Kara
 player, 12 posts
 Human Wizard
 AC 12, Hp 8/8
Fri 17 Aug 2018
at 19:21
Post Your Character Sheet Here
Name:     Kara
Race:     Human
Class:    Wizard

Age:      30
Weight:   150
Height:   5' 3"
Eye:      Brown
Skin:     Grey
Hair:     Auburn (but she shaves her head and eyebrows)

Str: 12   Mod: +1   Save: +1
Dex: 14   Mod: +2   Save: +2
Con: 14   Mod: +2   Save: +2
Int: 15   Mod: +2   Save: +4
Wis: 14   Mod: +2   Save: +4
Chr: 13   Mod: +1   Save: +1

HP:  8 / 8
AC:  12
HD:  1d6
Initiative:  +2
Speed:       30'
Proficiency: +2
Pass. Perc.: 12

Skills:             
STR +1                WIS +2                       
Athletics        +1   Animal Handling   +2
                      Insight           +2
DEX +2                Medicine          +4
Acrobatics       +2   Perception        +2
Sleight of Hand  +2   Survival          +2
Stealth          +2

INT +2                CHA +2
Arcana           +4   Deception         +2
History          +4   Intimidation      +2
Investigation    +4   Performance       +2
Nature           +2   Persuasion        +2
Religion         +2
Crafting         +2

Languages:
Common, Undercommon, Elvish, Primordial

COMBAT             
Weapon           Bonus   Damage      Range      Special   

quarterstaff      +3     1d6+1                  Versatile (1d8+1)
Ray of Frost      +4     1d8 frost    60'       -10' movement


MAGIC             
Spell save DC:     14
Spell attack mod:  +4

Spell slot level   1   2   3   4   
Number of slots    2

Spellbook:         
Cantrips
Blade Ward                (resistance vs. blunt, piercing, slashing)
Ray of Frost              (60', 1d8 frost damage, -10' movement)
Mage Hand                 (30')

Level 1 spells
Detect Magic              (...)
False Life                (1d4+4 temp. hit points)
Identify                  (...)
Magic Missile             (120', 3 x 1d4+1 force damage)
Shield                    (reaction to attack, +5 AC)
Tasha's Hideous Laughter  (30', target Wisdom save or prone)


Inventory:         
backpack
bedroll
mess kit
tinderbox
10 torches
10 rations
waterskin
50' hempen rope
quarterstaff
Arcane Focus
Spellbook
bottle of ink
quill
small knife
common clothes
belt pouch with 10 gp
a letter from a dead colleague
  posing a question you have
  not yet been able to answer




This message was last edited by the player at 19:56, Fri 17 Aug 2018.

Westen
 GM, 42 posts
 Local Administrator
Fri 17 Aug 2018
at 19:25
Post Your Character Sheet Here
In reply to Kara (msg # 2):

Oh sorry, for the record, if you've already confimed it through the OOC thread, you're good. I just wanted to avoid making it too cluttered.
Elkas Gellantara
 player, 1 post
Fri 17 Aug 2018
at 19:43
Post Your Character Sheet Here
Name: Elkas Gellantara
Race: Human (Variant)
Class: Cleric

Age: 18
Weight: 174 lbs
Height: 5'-4"
Eye Color: Green
Skin Color: Light Brown
Hair: Black

     Value  Roll   Race  Mod.   Saves
Str:   11    11  +  0    +0      +0
Dex:   13    13  +  0    +1      +1
Con:   13    13  +  0    +1      +1
Int:   12    12  +  0    +1      +1
Wis:   16    15  +  1    +3      +5
Chr:   14    13  +  1    +2      +4

HP: 9
AC: 15
Hit Die: 1d8
Initiative: +1
Speed: 30

Skills:
                       Mod.  Prof.  Misc.  Total
Strength
Athletics            +0                    +0

Dexterity
Acrobatics           +1                    +1
Sleight of Hand      +1                    +1
Stealth              +1                    +1

Intelligence
Arcana               +1                    +1
History              +1                    +1
Investigation        +1                    +1
Nature               +1                    +1
Religion        [B]  +1      +2            +3

Wisdom
Animal Handling      +3                    +3
Insight         [B]  +3      +2            +5
Medicine        [C]  +3      +2            +5
Perception      [R]  +3      +2            +5
Survival             +3                    +3

Charisma
Deception            +2                    +2
Intimidation         +2                    +2
Performance          +2                    +2
Persuasion      [C]  +2      +2            +4

Languages: Common, Elvish, Celestial, Gnome

Race:

 Human Traits

    Ability Score Increase: Two different ability scores of your choice
                            increase by 1. (Wisdom, Charisma)
    Skills: You gain proficiency in one skill of your choice. (Perception)
    Feat: You gain one feat of your choice. (Magic Initiate)
    Size: Medium.
    Speed: 30 feet.
    Languages: You can speak, read, and write Common and one extra language
               of your choice.

Background:

Acolyte

You have spent your life in the service of a temple to a specific god or
pantheon of gods.You act as an intermediary between the realm of the holy
and the mortal world, performing sacred rites and offering sacrifices in
order to conduct worshipers into the presence of the divine.You are not
necessarily a cleric; performing sacred rites is not the same thing as
channeling divine power. Choose a god, a pantheon of gods, or some other
quasi-divine being, and work with your DM to detail the nature of your
teligious service.

    Skill Proficiencies: Insight, Religion
    Languages: Two of your choice
    Equipment: A holy symbol, a prayer book or wheel, 5 sticks of incense,
               vestments, a set of common clothes, and a belt pouch containing
               15 gp

Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you
can perform the religious ceremonies of your deity. You and your adventuring
companions can expect to receive free healing and care at a temple, shrine, or
other established presence of your faith, though you must provide any material
components needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity
or pantheon, and you have a residence there. This could be the temple where
you used to serve, or a temple where you have found a new home. While near
your temple, you can call upon the priests for assistance, provided the
assistance you ask for is not hazardous and you remain in good standing with
your temple.

Personality Traits
Nothing can shake my optimistic attitude.
I am tolerant of other faiths and respect the worship of other gods.

Ideals
Charity: I always try to help those in need, no matter what the personal cost.
         (Good)

Bonds
Everything I do is for the common people.

Flaws
I put too much trust in those who wield power within my temple's hierarchy.

Class:

Hit Dice

    Hit Dice: 1d8 per cleric level
    Hit Points at 1st Level: 8 + Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies

    Armor: Light armor, medium armor, shields
    Weapons: All simple weapons
    Tools: None
    Saving Throws: Wisdom, Charisma
    Skills: Medicine, Persuasion

Spellcasting

Cantrips (Current Cantrips - Light, Sacred Flame, Spare the Dying)

At 1st level, you know three cantrips of your choice from the cleric spell list.
You learn additional cleric cantrips of your choice at higher levels, as shown
in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells (Spell Slots 2) [Memorized 4]

(Current Memorized Spells - Bless, Cure Wounds, Healing Word, Shield of Faith
Detect Magic, Protection from Evil & Good)


The Cleric table shows how many spell slots you have to cast your spells of
1st level and higher. To cast one of these spells, you must expend a slot of
the spell's level or higher. You regain all expended spell slots when you
finish a long rest.

You prepare the list of cleric spells that are available for you to cast,
choosing from the cleric spell list. When you do so, choose a number of cleric
spells equal to your Wisdom modifier + your cleric level (minimum of one spell).
The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In addition, you
use your Wisdom modifier when Setting the saving throw DC for a cleric spell
you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier (13)

Spell Attack modifier = your proficiency bonus + your Wisdom modifier (+5)

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and
you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Life Domain

Life Domain Spells
Cleric Level Spells
1st Bless, Cure Wounds

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, whenever you use a spell of 1st level or higher
to restore hit points to a creature, the creature regains additional hit
points equal to 2 + the spell's level.

Feats:

Magic Initiate - Druid
  You learn two cantrips of your choice from that class's spell list.
  In addition, choose one 1st-level spell from that same list. You learn that
  spell and can cast it at its lowest level. Once you cast it, you must finish
  a long rest before you can cast it again.

  Your spellcasting ability for these spells Wisdom.

  Cantrips; Produce Flame & Shillelagh
  1st Level; Goodberry

Items:

A holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, a set
of common clothes, and a belt pouch containing 15 gp

mace, scale mail, quarterstaff, priest's pack, holy symbol

Cantrips:

Produce Flame
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the
duration and harms neither you nor your equipment. The flame sheds bright
light in a 10-foot radius and dim light for an additional 10 feet. The spell
ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When
you cast this spell, or as an action on a later turn, you can hurl the flame
at a creature within 30 feet of you. Make a ranged spell attack. On a hit,
the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8),
11th level (3d8), and 17th level (4d8).

Shillelagh
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's
power. For the duration, you can use your spellcasting ability instead of
Strength for the attack and damage rolls of melee attacks using that weapon,
and the weapon's damage die becomes a d8. The weapon also becomes magical,
if it isn't already. The spell ends if you cast it again or if you let go of
the weapon.

Spells:

Goodberry
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the
duration. A creature can use its action to eat one berry. Eating a berry
restores 1 hit point, and the berry provides enough nourishment to sustain
a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours
of the casting of this spell.

Misc:

Wan Erevan
 player, 1 post
Fri 17 Aug 2018
at 21:15
Post Your Character Sheet Here
Name: Wan Erevan
Race: Half High Elf
Class: Rogue

Age: 22
Weight: 150lb
Height: 5'8
Eye Color: Green
Skin Color: Olive
Hair: Black


      Value     Roll     Race    Mod.    Saves
Str:    11       11   +   0      +0       +0
Dex:    18       17   +   1      +4       +6
Con:    16       16   +   0      +3       +3
Int:    16       16   +   0      +3       +5
Wis:    14       13   +   1      +2       +2
Chr:    19       17   +   2      +4       +4

HP: 11/11
AC: 15
Hit Die: 1d8
Initiative: +4
Speed: 30
Proficiency: +2
Passive Perception: 13

Skills

Source                 Bonus    Abil.  Misc.  Prof.
[x] Acrobatics          +6   =   +4     +0     +2
[ ] Animal Handling     +1   =   +1     +0     +0
[ ] Arcana              +3   =   +3     +0     +0
[ ] Athletics           +0   =   +0     +0     +0
[x] Deception           +6   =   +4     +0     +2
[ ] History             +3   =   +3     +0     +0
[x] Insight             +3   =   +1     +0     +2
[ ] Intimidation        +4   =   +4     +0     +0
[x] Investigation       +5   =   +3     +0     +2
[ ] Medicine            +1   =   +1     +0     +0
[ ] Nature              +3   =   +3     +0     +0
[x] Perception          +3   =   +1     +0     +2
[ ] Performance         +4   =   +4     +0     +0
[x] Persuasion          +8   =   +4     +0     +4
[ ] Religion            +3   =   +3     +0     +0
[x] Sleight of Hand     +6   =   +4     +0     +2
[x] Stealth             +6   =   +4     +0     +2
[ ] Survival            +1   =   +1     +0     +0

[x] Disguise Kit        +2   =   +0     +0     +2
[x] Thieves Tools       +4   =   +0     +0     +4
[x] Forgery Kit         +2   =   +0     +0     +2

Features and Traits

  Darkvision: 60ft in dim light and darkness. Shades of grey.

  Fey Ancestry
         - Advantage on saving throws against charm.
         - Cannot be magically put to sleep

  City Secrets
         - Find passages in urban cities that others might miss
         -  when out of combat, able to lead companions between any two
                 areas in the city at double speed

  Expertise
         - At 1st level, double proficiency bonus on one skill (persuasion)
           and thieves tools


  Sneak Attack
         - Once per turn, deal extra 1d6 to one creature you hit with an
           attack when you have advantage on the attack roll
         - Does not need advantage if another enemy of the target is
           within 5 feet of it

  Thieves' Cant
         - Rogue training in secret mix of dialect, jargon and code
         - Hide messages in normal conversations

  Proficiencies
         - Light Armor
         - Simple weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
         - Thieves Tools, Forgery Kit, Disguise Kit

Languages: Common, Dwarvish, Elvish

Equipment and Money

Worn Items

  Two Daggers
  Shortbow
  Quiver (20 arrows)
  Leather Armor
  Guild Issued  Copper Dog Tag Inscribed "Wan Erevan"

Carried Items

  Waterskin

  Belt Pouch
       - 9gp, 8sp, 76 cp

  Backpack
      - 1000 ball bearings
      - 10 feet of string
      - A bell
      - 5 candles
      - Crowbar
      - Hammer
      - 10 pitons
      - Hooded Lantern
      - 2 Flasks of oil
      - 5 days rations
      - Tinderbox
      - 50 ft of rope

  0 PP, 10 GP, 0 SP, 0 CP

Personality traits
   I am incredibly slow to trust. Those who seem
    the fairest often have the most to hide.
   Nobody stays angry at me or around me for long,
    since I can defuse any amount of tension.
   My eloquent flattery makes everyone I talk to feel like the
    most wonderful and important person in the world.

Ideals
   I am a free spirit--no one tells me what to do
   The world is in need of new ideas and bold action
   Everyone should be free to pursue his or her livelihood
   Knowledge is the path to power and domination
   The low are lifted up, and the high and mighty are
     brought down. Change is the nature of things.

Bonds
   No one else is going to have to endure the hardships I've been through.
   I've been searching my whole life for the answer to a certain question.
   I have a family, but I have no idea where they are.
     One day, I hope to see them again.

Flaws
  I can't resist a pretty face.
  I'm convinced that no one could ever fool me in the way I fool others.
  I'll do anything to win fame and renown.
  I will never fully trust anyone other than myself.