Character sheets

This page is meant to list the character sheets of active characters, for easy reference.

Samwise Smallburrow
Str: 4 | Dex: 6 (6) | Agi: 5 (5) | Con: 3 | Int: 6

HP: 22 | Def: 16| Man def: 16 | Spd: 6 (6)

Trained skills: Deception, perception, history

Weak skills: Engineering

Ability 1: Invisibility

Ability 2: Sam’s bloodline

Weapons

Sting: two-handed, 6 damage (1.5 x 4)

Other possessions

An average Halfling outfit: no shoes, fashionable clothing with a handkerchief in his front pocket. He also has a golden necklace around his neck, which is a family heirloom. Furthermore he has a backpack, with food, a pipe and pipeweed. Hanging from the backpack there are a flint and steel, a pot, and a 5 meter piece of rope. Last but not least, from his belt he has hanging a bottle of strong booze. He bought this before leaving his hometown.

Capital

100 – 20 (heavy weapon) – 10 (necklace) – 5 (flint and steel) – 0.5 (5m rope) – 0.5 (food) – 1 (strong booze) = 63 gp.

Thalia the Brave
Str: 3 | Dex: 6 (7) | Agi: 4 (6) | Con: 2 | Int: 6 HP: 18 | Def: 14 | Man def: 14 | Spd: 5 (6) Light armour: DR 2, -1 dex, -2 agi, -1 spd

Trained skills: Acrobatics, Deception, Nature Weak skills: Religion

Fey step: You can spend 1 energy to teleport a number of squares up to your speed as an action, or 2 energy to teleport the same distance as a swift action. You can’t teleport into a square you can’t see.

Magic arrow: As part of making a ranged attack, you can spend 1 energy to enchant the projectile. It deals additional fire, frost or lightning damage equal to your intelligence.

Weapons Bow: Projectile, Str Dagger: Light, Str (Frost dmg)

Other possessions: Golden Headchain 30 arrows 47 gp

Rion Axehammer
Str: 8 | Dex: 0 (2) | Agi: -2 (2) | Con: 9 | Int: 3 HP: 46 | Def: 8 | Man def: 18 | Spd: 4 (6) Heavy armour: DR 4, -2 dex, -4 agi, -2 spd

Trained skills: History, Perception

Tremor: You can call upon your dwarven ancestors to make the ground tremble. As an action, you can spend 2 energy to attempt a str-based shove or trip maneuver against all adjacent creatures.

Taunt: As a swift action, you spend 1 energy to insult an enemy so badly they can hardly resist attacking you. Until the start of your next turn, they take disadvantage on all rolls that don’t involve directly harming or hindering you. The target must be reasonably able to attack you on their turn, else taunt has no effect.

Weapons Axe: Light, Str Hammer: Light, Str

Other possessions: Ancient Amulet 30 gp